Haptic spatialization system

ABSTRACT

A system is provided that controls a haptic effect experienced at a peripheral device. The system receives a haptic effect definition including haptic data. The system further receives spatialization data including: a distance of the haptic effect; a direction of the haptic effect; or a flow of the haptic effect. The system further includes modifying the haptic effect definition based on the received spatialization data. The system further includes sending a haptic instruction and the modified haptic effect definition to the peripheral device. The system further includes causing one or more haptic output devices to produce one or more haptic effects based on the modified haptic effect definition at the peripheral device in response to the haptic instruction.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of application Ser. No. 14/539,122filed on Nov. 12, 2014 (herein incorporated by reference), which claimspriority of U.S. Provisional Patent Application Ser. No. 61/904,342,filed on Nov. 14, 2013, the disclosure of which is hereby incorporatedby reference.

FIELD

One embodiment is directed generally to a device, and more particularly,to a device that produces haptic effects.

BACKGROUND

Video games and video game systems have become extremely popular. Videogame devices or controllers typically use visual and auditory cues toprovide feedback to a user. In some interface devices, kinestheticfeedback (such as active and resistive force feedback) and/or tactilefeedback (such as vibration, texture, and heat) is also provided to theuser, more generally known collectively as “haptic feedback” or “hapticeffects.” Haptic feedback can provide cues that enhance and simplify auser's interaction with a video game controller, or other electronicdevice. Specifically, vibration effects, or vibrotactile haptic effects,may be useful in providing cues to users of video game controllers orother electronic devices to alert the user to specific events, orprovide realistic feedback to create greater sensory immersion within asimulated or virtual environment.

Other devices, such as medical devices, automotive controls, remotecontrols, and other similar devices where a user interacts with a userinput element to cause an action, also benefit from haptic feedback orhaptic effects. For example, and not by way of limitation, user inputelements on medical devices may be operated by a user outside the bodyof a patient at a proximal portion of a medical device to cause anaction within the patient's body at a distal end of the medical device.Haptic feedback or haptic effects may be employed to alert the user tospecific events, or provide realistic feedback to the user regarding aninteraction of the medical device with the patient at the distal end ofthe medical device.

SUMMARY

One embodiment is a system that controls a haptic effect experienced ata peripheral device. The system receives a haptic effect definitionincluding haptic data. The system further receives spatialization dataincluding: a distance of the haptic effect; a direction of the hapticeffect; or a flow of the haptic effect. The system further includesmodifying the haptic effect definition based on the receivedspatialization data. The system further includes sending a hapticinstruction and the modified haptic effect definition to the peripheraldevice. The system further includes causing one or more haptic outputdevices to produce one or more haptic effects based on the modifiedhaptic effect definition at the peripheral device in response to thehaptic instruction.

BRIEF DESCRIPTION OF THE DRAWINGS

Further embodiments, details, advantages, and modifications will becomeapparent from the following detailed description of the preferredembodiments, which is to be taken in conjunction with the accompanyingdrawings.

FIG. 1 illustrates a block diagram of a system in accordance with oneembodiment of the invention.

FIG. 2 illustrates a controller, according to an embodiment of theinvention.

FIG. 3 illustrates another view of the controller of FIG. 2, accordingto an embodiment of the invention.

FIG. 4 illustrates a block diagram of a controller in conjunction with ahost computer and display, according to an embodiment of the invention.

FIG. 5 illustrates a block diagram of a spatialization haptic effectsoftware stack for a system, according to an embodiment of theinvention.

FIG. 6 illustrates an example user interface for designing aspatialization haptic effect, according to an embodiment of theinvention.

FIG. 7 illustrates a block diagram of components used to design aspatialization haptic effect, according to an embodiment of theinvention.

FIG. 8 illustrates a block diagram of components used to author aspatialization haptic effect for direct playback, and a block diagram ofcomponents used to save the spatialization haptic effect, according toan embodiment of the invention.

FIG. 9 illustrates a block diagram of components used to author aspatialization haptic effect for crossover playback, and a block diagramof components used to save the spatialization haptic effect, accordingto an embodiment of the invention.

FIG. 10 illustrates a block diagram of components used to directly playa spatialization haptic effect, according to an embodiment of theinvention.

FIG. 11 illustrates a block diagram of components used to play aspatialization haptic effect using a programmable crossover, accordingto an embodiment of the invention.

FIG. 12 illustrates an example four-channel direct playback of aspatialization haptic effect, according to an embodiment of theinvention.

FIG. 13 illustrates an example crossover playback of a spatializationhaptic effect, according to an embodiment of the invention.

FIG. 14 illustrates an example user interface of a spatializationengine, according to an embodiment of the invention.

FIG. 15 illustrates an architecture diagram of a haptic effectapplication programming interface, according to an embodiment of theinvention.

FIG. 16 illustrates an architecture diagram of firmware that producesspatialization haptic effects, according to an embodiment of theinvention.

FIG. 17 illustrates an example directionality model for a controller,according to an embodiment of the invention.

FIG. 18 illustrates a block diagram of a spatialization haptic effectfirmware stack, according to an embodiment of the invention.

FIG. 19 illustrates an architecture diagram of a system that providesspatialization haptic effects experienced at a trigger of a controller,according to an embodiment of the invention.

FIG. 20 illustrates an example user interface for previewing andmodifying a spatialization haptic effect, according to an embodiment ofthe invention.

FIG. 21 illustrates an example user interface for converting an audiosignal into a spatialization haptic effect, according to an embodimentof the invention.

FIG. 22 illustrates an architecture diagram of a system that previewsspatialization haptic effects, according to an embodiment of theinvention.

FIG. 23 illustrates an architecture diagram of a system that producesspatialization haptic effects, according to an embodiment of theinvention.

FIG. 24 illustrates an architecture diagram of firmware that producesspatialization haptic effects, according to an embodiment of theinvention.

FIG. 25 illustrates an example audio architecture, according to anembodiment of the invention.

FIG. 26 illustrates an example audio driver that converts an audioeffect into a spatialization haptic effect, according to an embodimentof the invention.

FIG. 27 illustrates an example spatialization engine that resides in anAPI or library, according to an embodiment of the invention.

FIG. 28 illustrates an example spatialization engine that resides in acontroller, according to an embodiment of the invention.

FIG. 29 illustrates an example spatialization haptic effect, accordingto an embodiment of the invention.

FIG. 30 illustrates an example spatialization haptic effect, accordingto another embodiment of the invention.

FIG. 31 illustrates an example spatialization haptic effect, accordingto an embodiment of the invention.

FIG. 32 illustrates an example spatialization haptic effect, accordingto another embodiment of the invention.

FIG. 33 illustrates an example spatialization haptic effect, accordingto another embodiment of the invention.

FIG. 34 illustrates an example spatialization haptic effect, accordingto another embodiment of the invention.

FIG. 35 illustrates an example spatialization haptic effect, accordingto another embodiment of the invention.

FIG. 36 illustrates an example spatialization haptic effect, accordingto another embodiment of the invention.

FIG. 37 illustrates an example spatialization haptic effect, accordingto another embodiment of the invention.

FIG. 38 illustrates an example spatialization haptic effect, accordingto another embodiment of the invention.

FIG. 39 illustrates an example spatialization haptic effect, accordingto another embodiment of the invention.

FIG. 40 illustrates an example spatialization haptic effect, accordingto another embodiment of the invention.

FIG. 41 illustrates an example spatialization haptic effect, accordingto another embodiment of the invention.

FIG. 42 illustrates an example of distributing a haptic effect amongactuators based on a direction of the haptic effect, according to anembodiment of the invention.

FIG. 43 illustrates a flow diagram of the functionality of a hapticspatialization module, according to an embodiment of the invention.

DETAILED DESCRIPTION

One embodiment is a system that provides haptic feedback that isexperienced at a peripheral device, such as a game controller orgamepad. In an embodiment, a spatialization engine can receive hapticdata, such as a haptic effect definition, and can modify the haptic databased on spatialization data, where spatialization data can include oneor more parameters. Thus, the spatialization engine can localize orspatialize haptic effects. More specifically, the spatialization enginecan produce a haptic effect that conveys a position, distance, velocity,flow, and/or direction of the haptic effect by scaling or attenuatingthe haptic effect on an actuator or motor based on the position,distance, velocity, flow, and/or direction of the haptic effect. As oneof ordinary skill in the relevant art would appreciate, by “attenuating”a haptic effect, the spatialization engine can reduce a magnitude,frequency, and/or duration of the haptic effect based on an intendedposition, distance, velocity, flow, and/or direction of the hapticeffect. The spatialization engine can further produce a haptic effectthat conveys movement on a controller, gamepad, or other peripheraldevice by delaying a playback of the haptic effect, or scaling thehaptic effect, on different actuators or motors. The spatializationengine can be a component of an API or library, or can be implemented infirmware for a controller, gamepad, or other peripheral device.

In one embodiment, a spatialization engine can receive a haptic effectdefinition. The spatialization engine can modify the haptic effectdefinition based on one or more spatialization parameters, where themodified haptic effect definition can be identified as a spatializationhaptic effect definition. In one embodiment, the spatialization hapticeffect definition can be divided into a plurality of spatializationhaptic effect definition components, where each spatialization hapticeffect definition component can be sent to a separate actuator or motorof a peripheral device, where each actuator or motor can cause acomponent of the overall spatialization haptic effect to be experiencedat a user input element of the peripheral device or otherwise within theperipheral device. The spatialization engine can scale or delay one ormore of the spatialization haptic effect components based onspatialization data, such as one or more spatialization parameters. Inanother embodiment, the spatialization haptic effect definition can besent to each actuator or motor of the peripheral device, where eachactuator or motor can cause a spatialization haptic effect to beexperienced at a user input element of the peripheral device orotherwise within the peripheral device. The spatialization engine canfurther scale or delay one or more of the spatialization haptic effectsbased on spatialization data, such as one or more spatializationparameters. Such spatialization parameters can include one or moreparameters that define a position, distance, velocity, flow, and/ordirection of a haptic effect. In one embodiment, the spatialization data(e.g., the one or more spatialization parameters) can be modified basedon a detected motion and/or position of the peripheral device. Forexample, when the peripheral device is rotated or shaken, or when theperipheral device is moved to a different location, the spatializationdata (e.g., the one or more spatialization parameters) are modified.Based on the modified spatialization data, the spatialization data canfurther modify the haptic effect definition, so that the userexperiences modified spatialization haptic effects. Examples of modifiedspatialization haptic effects can include spatialization haptic effectswith a modified attenuation, scaling, or delay.

In one embodiment, a haptic effect definition can be authored to includea plurality of haptic effect definition components. The spatializationengine can modify the haptic effect definition, where the haptic effectdefinition can be divided into the authored plurality of haptic effectdefinition components, where each authored haptic effect definitioncomponent can be sent to a separate actuator or motor of a peripheraldevice, where each actuator or motor can cause a component of theoverall haptic effect to be experienced at a user input element of theperipheral device or otherwise within the peripheral device. This way,the haptic effect can convey a sense of spatialization. In an alternateembodiment, rather than sending a spatialization haptic effectdefinition (or a multiple spatialization haptic effect definitioncomponents) to multiple actuators or motors of a peripheral device, thespatialization engine can send the spatialization haptic effectdefinition (or multiple spatialization haptic effect definitioncomponents) to multiple peripheral devices. In an alternate embodiment,a peripheral device can be a wearable haptic device, rather than acontroller or gamepad, where a wearable haptic device is a device that auser may wear on a body or that can be held by a user, such as a wristband, headband, eyeglasses, ring, leg band, an array integrated intoclothing, and that includes a mechanism to generate haptic effects.

FIG. 1 illustrates a block diagram of a system 10 in accordance with oneembodiment of the invention. In one embodiment, system 10 is part of adevice (e.g., a personal computer or console, such as a video gameconsole), and system 10 provides a haptic trigger control functionalityfor the device. In another embodiment, system 10 is separate from thedevice (e.g., personal computer or console), and remotely provides theaforementioned functionality for the device. Although shown as a singlesystem, the functionality of system 10 can be implemented as adistributed system. System 10 includes a bus 12 or other communicationmechanism for communicating information, and a processor 22 operablycoupled to bus 12 for processing information. Processor 22 may be anytype of general or specific purpose processor. System 10 furtherincludes a memory 14 for storing information and instructions to beexecuted by processor 22. Memory 14 can be comprised of any combinationof random access memory (“RAM”), read only memory (“ROM”), staticstorage such as a magnetic or optical disk, or any other type ofcomputer-readable medium.

A computer-readable medium may be any available medium that can beaccessed by processor 22 and may include both a volatile and nonvolatilemedium, a removable and non-removable medium, a communication medium,and a storage medium. A communication medium may include computerreadable instructions, data structures, program modules or other data ina modulated data signal such as a carrier wave or other transportmechanism, and may include any other form of an information deliverymedium known in the art. A storage medium may include RAM, flash memory,ROM, erasable programmable read-only memory (“EPROM”), electricallyerasable programmable read-only memory (“EEPROM”), registers, hard disk,a removable disk, a compact disk read-only memory (“CD-ROM”), or anyother form of a storage medium known in the art.

In one embodiment, memory 14 stores software modules that providefunctionality when executed by processor 22. The modules include anoperating system 15 that provides operating system functionality forsystem 10, as well as the rest of an overall device in one embodiment.The modules further include a haptic spatialization module 16 thatgenerates a spatialization haptic effect experienced at a peripheraldevice. In certain embodiments, haptic spatialization module 16 cancomprise a plurality of modules, where each module provides specificindividual functionality for generating a spatialization haptic effectexperienced at a peripheral device. System 10 will typically include oneor more additional application modules 18 to include additionalfunctionality, such as peripheral firmware which can provide controlfunctionality for a peripheral device, such as a controller 30.

System 10, in embodiments that transmit and/or receive data from remotesources, further includes a communication device 20, such as a networkinterface card, to provide mobile wireless network communication, suchas infrared, radio, Wi-Fi, or cellular network communication. In otherembodiments, communication device 20 provides a wired networkconnection, such as an Ethernet connection or a modem.

System 10 is operably connected to controller 30. Controller 30 is aperipheral device used to provide input to system 10. Controller 30 canbe operably connected to system 10 using either a wireless connection ora wired connection. Controller 30 can further include a local processorwhich can communicate with system 10 using either a wireless connectionor a wired connection. Alternatively, controller 30 may be configured tonot include a local processor, and all input signals and/or outputsignals associated with controller 30 can be handled and processeddirectly by processor 22 of system 10.

Controller 30 can further include one or more digital buttons, one ormore analog buttons, one or more bumpers, one or more directional pads,one or more analog or digital sticks, one or more driving wheels, and/orone or more user input elements that can be interacted with by a user,and that can provide input to system 10. Controller 30 can also includeone or more analog or digital trigger buttons (or “triggers”) that canfurther be interacted with by the user, and that can further provideinput to system 10. As is described below in greater detail, controller30 can further include a motor, or another type of actuator or hapticoutput device, configured to exert a bi-directional push/pull force onat least one trigger of controller 30.

Controller 30 can also include one or more actuators, or other types ofhaptic output devices. The local processor of controller 30, or,processor 22 in embodiments where controller 30 does not include a localprocessor, may transmit a haptic signal associated with a haptic effectto at least one actuator of controller 30. The actuator, in turn,outputs haptic effects such as vibrotactile haptic effects, kinesthetichaptic effects, or deformation haptic effects, in response to the hapticsignal. The haptic effects can be experienced at a user input element(e.g., a digital button, analog button, bumper, directional pad, analogor digital stick, driving wheel, or trigger) of controller 30.Alternatively, the haptic effects can be experienced at an outer surfaceof controller 30. The actuator includes an actuator drive circuit. Theactuator may be, for example, an electric motor, an electro-magneticactuator, a voice coil, a shape memory alloy, an electro-active polymer,a solenoid, an eccentric rotating mass motor (“ERM”), a linear resonantactuator (“LRA”), a piezoelectric actuator, a high bandwidth actuator,an electroactive polymer (“EAP”) actuator, an electrostatic frictiondisplay, or an ultrasonic vibration generator. An actuator is an exampleof a haptic output device, where a haptic output device is a deviceconfigured to output haptic effects, such as vibrotactile hapticeffects, electrostatic friction haptic effects, kinesthetic hapticeffects, or deformation haptic effects, in response to a drive signal.In alternate embodiments, the one or more actuators within controller 30can be replaced by some other type of haptic output device.

Controller 30 can further include one or more speakers. The localprocessor of controller 30, or, processor 22 in embodiments wherecontroller 30 does not include a local processor, may transmit an audiosignal to at least one speaker of controller 30, which in turn outputsaudio effects. The speaker may be, for example, a dynamic loudspeaker,an electrodynamic loudspeaker, a piezoelectric loudspeaker, amagnetostrictive loudspeaker, an electrostatic loudspeaker, a ribbon andplanar magnetic loudspeaker, a bending wave loudspeaker, a flat panelloudspeaker, a heil air motion transducer, a plasma arc speaker, and adigital loudspeaker.

Controller 30 can further include one or more sensors. A sensor can beconfigured to detect a form of energy, or other physical property, suchas, but not limited to, sound, movement, acceleration, bio signals,distance, flow, force/pressure/strain/bend, humidity, linear position,orientation/inclination, radio frequency, rotary position, rotaryvelocity, manipulation of a switch, temperature, vibration, or visiblelight intensity. The sensor can further be configured to convert thedetected energy, or other physical property, into an electrical signal,or any signal that represents virtual sensor information, and controller30 can send the converted signal to the local processor of controller30, or, processor 22 in embodiments where controller 30 does not includea local processor. The sensor can be any device, such as, but notlimited to, an accelerometer, an electrocardiogram, anelectroencephalogram, an electromyograph, an electrooculogram, anelectropalatograph, a galvanic skin response sensor, a capacitivesensor, a hall effect sensor, an infrared sensor, an ultrasonic sensor,a pressure sensor, a fiber optic sensor, a flexion sensor (or bendsensor), a force-sensitive resistor, a load cell, a LuSense CPS² 155, aminiature pressure transducer, a piezo sensor, a strain gage, ahygrometer, a linear position touch sensor, a linear potentiometer (orslider), a linear variable differential transformer, a compass, aninclinometer, a magnetic tag (or radio frequency identification tag), arotary encoder, a rotary potentiometer, a gyroscope, an on-off switch, atemperature sensor (such as a thermometer, thermocouple, resistancetemperature detector, thermistor, or temperature-transducing integratedcircuit), microphone, photometer, altimeter, bio monitor, camera, or alight-dependent resistor.

FIG. 2 illustrates a controller 100, according to an embodiment of theinvention. In one embodiment, controller 100 is identical to controller30 of FIG. 1. Further, FIG. 3 illustrates another view of controller100. Controller 100 may be generally used with a gaming system that maybe connected to a computer, mobile phone, television, or other similardevice. Components of controller 100 illustrated in FIGS. 2 and 3 (i.e.,housing 102, analog or digital stick 110, button 114, trigger 118, andrumble actuators 122 and 124) are further described below in greaterdetail in conjunction with FIG. 4.

FIG. 4 illustrates a block diagram of controller 100 used in a gamingsystem 101 that further includes a host computer 104 and a display 106.As shown in the block diagram of FIG. 4, controller 100 includes a localprocessor 108 which communicates with host computer 104 via a connection105. Connection 105 may be a wired connection, a wireless connection, orother types of connections known to those skilled in the art. Controller100 may be alternatively configured to not include local processor 108,whereby all input/output signals from controller 100 are handled andprocessed directly by host computer 104. Host computer 104 is operablycoupled to display screen 106. In an embodiment, host computer 104 is agaming device console and display screen 106 is a monitor which isoperably coupled to the gaming device console, as known in the art. Inanother embodiment, as known to those skilled in the art, host computer104 and display screen 106 may be combined into a single device.

A housing 102 of controller 100 is shaped to easily accommodate twohands gripping the device, either by a left-handed user or aright-handed user. Those skilled in the art would recognize thatcontroller 100 is merely an example embodiment of a controller ofsimilar shape and size to many “gamepads” currently available for videogame console systems, such as a Microsoft® Xbox One™ controller or aPlayStation® DualShock™ controller, and that controllers with otherconfigurations of user input elements, shapes, and sizes may be used,including but not limited to controllers such as a Wii™ remote or Wii™ UController, Sony® SixAxis™ controller or Sony® Wand controller, as wellas controllers shaped as real life objects (such as tennis rackets, golfclubs, baseball bats, and the like) and other shapes, or controllerswith a display or head-mounted display.

Controller 100 includes several user input elements, including an analogor digital stick 110, a button 114, and a trigger 118. As used herein,user input element refers to an interface device such as a trigger,button, analog or digital stick, or the like, which is manipulated bythe user to interact with host computer 104. As can be seen in FIGS. 2and 3, and as known to those skilled in the art, more than one of eachuser input element and additional user input elements may be included oncontroller 100. Accordingly, the present description of a trigger 118,for example, does not limit controller 100 to a single trigger. Further,the block diagram of FIG. 4 shows only one (1) of each of analog ordigital stick 110, button 114, and trigger 118. However, those skilledin the art would understand that multiple analog or digital sticks,buttons, and triggers, as well as other user input elements, may beused, as described above.

As can be seen in the block diagram of FIG. 4, controller 100 includes atargeted actuator or motor to directly drive each of the user inputelements thereof as well as one or more general or rumble actuators 122,124 operably coupled to housing 102 in a location where a hand of theuser is generally located. More particularly, analog or digital stick110 includes a targeted actuator or motor 112 operably coupled thereto,button 114 includes a targeted actuator or motor 116 operably coupledthereto, and trigger 118 includes a targeted actuator or motor 120operably coupled thereto. In addition to a plurality of targetedactuators, controller 100 includes a position sensor operably coupled toeach of the user input elements thereof. More particularly, analog ordigital stick 110 includes a position sensor 111 operably coupledthereto, button 114 includes a position sensor 115 operably coupledthereto, and trigger 118 includes a position sensor 119 operably coupledthereto. Local processor 108 is operably coupled to targeted actuators112, 116, 120 as well as position sensors 111, 115, 119 of analog ordigital stick 110, button 114, and trigger 118, respectively. Inresponse to signals received from position sensors 111, 115, 119, localprocessor 108 instructs targeted actuators 112, 116, 120 to providedirected or targeted kinesthetic effects directly to analog or digitalstick 110, button 114, and trigger 118, respectively. Such targetedkinesthetic effects are discernible or distinguishable from general orrumble haptic effects produced by general actuators 122, 124 along theentire body of the controller. The collective haptic effects provide theuser with a greater sense of immersion to the game as multiplemodalities are being simultaneously engaged, e.g., video, audio, andhaptics. Further details of a controller configured to produce hapticsare described in greater detail in application Ser. No. 14/258,644,filed Apr. 22, 2014, entitled “GAMING DEVICE HAVING A HAPTIC-ENABLEDTRIGGER,” herein incorporated by reference in its entirety.

FIG. 5 illustrates a block diagram of a spatialization haptic effectsoftware stack for a system, according to an embodiment of theinvention. The trigger haptic effect software stack is implemented on asystem, such as system 10 of FIG. 1. In the illustrated embodiment, thesystem includes the following components: device 500, peripheralfirmware 510, and controller 520. Device 500 can be any type of computerdevice, such as a personal computer, tablet, smartphone, or console(e.g., video game console). Peripheral firmware 510 is firmware for oneor more peripheral devices (e.g., controllers) that can be operablyconnected to device 500. Controller 520 is an example of a peripheralthat is operably connected to device 500. Controller 520 can be a videogame controller. In one embodiment, controller 520 can be identical tocontroller 30 of FIG. 1, and controller 100 of FIGS. 2, 3, and 4.

Device 500 includes game input management code 501. Game inputmanagement code 501 includes a set of computer-readable instructionsthat manage input provided by controller 520 in the context of a gameapplication, or other type of application, executed within device 500.Device 500 further includes peripheral input application programminginterface (“API”) 502. Peripheral input API 502 includes a set ofcomputer-readable functions or routines that allow game input managementcode 501 to interact with peripheral firmware 510 in order to receiveand manage input provided by controller 520. Device 500 further includesrumble API 503. Rumble API includes a set of computer-readable functionsor routines that allow game input management code 501 to interact withperipheral firmware 510 in order to transmit rumble instructions to oneor more rumble motors, or rumble actuators, of controller 520 (e.g.,rumble motors L and R, as illustrated in FIG. 5). A rumble instructioncan cause a rumble motor, or rumble actuator, of controller 520 toproduce a general or rumble haptic effect.

Device 500 further includes haptic effect API 504 (identified in FIG. 5as “API”). Haptic effect API 504 includes a set of computer-readablefunctions or routines that are exposed to game input management code501, and that allow game input management code 501 to interact withperipheral firmware 510 in order to transmit haptic instructions tocontroller 520, such as trigger instructions to one or more triggers ofcontrollers 520 (e.g., triggers L and R, as illustrated in FIG. 5). Ahaptic instruction can cause one or more targeted motors, or targetedactuators, of controller 520 to produce a haptic effect at one or moreuser input elements of controllers 520. A trigger instruction is aspecific type of haptic instruction that can cause one or more targetedmotors, or targeted actuators, of controller 520 (e.g., motors L and R,as illustrated in FIG. 5) to produce a trigger haptic effect at one ormore triggers of controllers 520 (e.g., triggers L and R, as illustratedin FIG. 5). A trigger haptic effect is a specific type of haptic effectthat is experienced at a trigger of a controller, such as controller520. Haptic effect API 504 can store one or more trigger haptic effectdefinitions. A haptic effect definition is a data structure thatincludes haptic data, such as a haptic signal, that is pre-defined andthat can be stored within a storage, such as a haptic file or hapticstream, and that can be sent to one or more rumble motors, rumbleactuators, targeted motors, or targeted actuators, to produce a hapticeffect at a component, or user input element, of controller 520. Thehaptic data can include one or more attributes of the correspondinghaptic effect, where the attributes can be stored as parameters. Exampleparameters of a haptic effect definition include an amplitude parameter,a frequency parameter, a waveform parameter, an envelope parameter, amagnitude (or strength) parameter, and a duration parameter. A triggerhaptic effect definition is a specific type of haptic effect definitionthat can be sent to one or more motors, or actuators, of controller 520(e.g., motors L and R, as illustrated in FIG. 5) to produce a triggerhaptic effect at one or more triggers of controllers 520 (e.g., triggersL and R, as illustrated in FIG. 5).

According to the embodiment, Haptic effect API 504 can allow game inputmanagement code 501 to interact with direct playback/crossover 505,trigger engine 506, and spatialization engine 507, and can furthermanage direct playback/crossover 505, trigger engine 506, andspatialization engine 507 according to requests invoked by game inputmanagement code 501. Further, haptic effect API 504 can store datarequired for communication with peripheral firmware 510, and requiredfor generation of one or more trigger haptic effects. In an alternateembodiment, haptic effect API 504 can reside within peripheral firmware510 rather than device 500. Haptic effect API 504 is further describedbelow in greater detail in conjunction with FIG. 15.

Device 500 further includes direct playback/crossover 505. Directplayback/crossover 505 receives haptic data as input, produces hapticdata as output, and transmits haptic data to one or more targetedmotors, or targeted actuators, of controller 520 (e.g., motors L and R,as illustrated in FIG. 5). In certain embodiments, directplayback/crossover 505 can output the input haptic data directly,without modifying a format of the input haptic data. This results in an“as-is” playback of the input haptic data. In other embodiments, directplayback/crossover 505 can convert the haptic data that is input from afirst format to a second format, and can further output the convertedhaptic data. Depending on the type of playback, directplayback/crossover 505 can optionally use a programmable crossover toconvert the haptic data. By converting the haptic data, device 500 can“deconstruct” the haptic effect and playback the haptic effect atmultiple actuators faithfully. In one embodiment, the format of thehaptic data can be a Haptic Elementary Stream (“HES”) format. A HESformat is a file or data format for representing haptic data that can bestreamed to a device. The haptic data can be represented in a mannerthat is identical or similar to how uncompressed sound is represented,although the haptic data can be encrypted within the HES format. Thus,the haptic data can be stored in a haptic file or haptic stream, where aformat of the haptic file or haptic stream is an HES format. In otherwords, the HES format can be used by the haptic file or haptic stream torepresent the haptic data in a haptic format. In an alternateembodiment, direct playback/crossover 505 can reside within peripheralfirmware 510 rather than device 500. Direct playback/crossover 505 isfurther described below in greater detail in conjunction with FIGS. 7,8, 9, 10, 11, 12, and 13.

Device 500 further includes trigger engine 506. Trigger engine 506 canreceive haptic data, such as a trigger haptic effect definition, and canmodify the haptic data based on data, such as trigger data (e.g.,trigger data 513 as illustrated in FIG. 5) received from controller 520.Trigger data is data that includes one or more parameters that indicatea position and/or range of one or more triggers of controller 520 (e.g.,triggers L and R as illustrated in FIG. 5). Trigger engine 506 canfurther transmit haptic instructions to controller 520. For example,trigger engine 506 can transmit trigger instructions to one or moretriggers of controller 520 (e.g., triggers L and R, as illustrated inFIG. 5). As previously described, a trigger instruction can cause one ormore targeted motors, or targeted actuators, of controller 520 (e.g.,motors L and R, as illustrated in FIG. 5) to produce a trigger hapticeffect at one or more triggers of controllers 520 (e.g., triggers L andR, as illustrated in FIG. 5). Thus, in one embodiment, by modifying thehaptic data of the trigger haptic effect definition, trigger engine 506can cause a specific trigger haptic effect to be experienced at atrigger based on a position and/or range of the trigger. In anotherembodiment, by modifying the haptic data of the trigger haptic effectdefinition, trigger engine 506 can scale a trigger haptic effect for oneor more targeted motors, or targeted actuators, of controller 520 (e.g.,motors L and R, as illustrated in FIG. 5) based on a position and/orrange of the trigger. Trigger engine 506 can further store one or morehaptic effect definitions, such as trigger haptic effect definitions. Inan alternate embodiment, trigger engine 506 can reside within peripheralfirmware 510 rather than device 500.

Device 500 further includes spatialization engine 507 (identified inFIG. 5 as “spatialisation engine”). Spatialization engine 507 canreceive haptic data, such as a trigger haptic effect definition, and canmodify the haptic data based on spatialization data. Spatialization datacan include data that indicates a desired direction and/or flow of ahaptic effect, such as a trigger haptic effect. In certain embodiments,spatialization engine 507 can receive spatialization data that includesa direction and/or flow from game input management code 501. Further,spatialization data can also include one or more positions of one ormore hands of a user located on controller 520. In certain embodiments,spatialization engine 507 can receive spatialization data that includesone or more hand positions from controller 520. Further, in certainembodiments, spatialization engine 507 can receive spatialization datathat includes a position of a user's character within a game applicationas communicated by game input management code 501.

According to the embodiment, spatialization engine 507 can modify thehaptic data so that a haptic effect, such as a trigger haptic effect, isscaled for one or more rumble motors, or rumble actuators, of controller520 (e.g., rumble motors L and R, as illustrated in FIG. 5), and thatthe haptic effect is also scaled for one or more targeted motors, ortargeted actuators, of controller 520 (e.g., motors L and R, asillustrated in FIG. 5). In other words, spatialization engine 507 canmodify the haptic data that is sent to each motor or actuator, and thus,modify the haptic effect that is experienced at each motor or actuator,in order to convey a sense of direction and flow of an overall hapticeffect. For example, in order to emphasize a haptic effect experiencedat a motor or actuator, spatialization engine 507 may scale one or moreportions of the haptic effect. For example, spatialization engine 507may scale haptic data that is sent to the motor or actuator that causesthe haptic effect to be experienced, causing the haptic effect to bemore pronounced (e.g., increased magnitude, duration, etc.).Additionally, spatialization engine 507 may scale haptic data that issent to other motors or actuators, causing other haptic effects that areexperienced at those motors or actuators to be less pronounced (e.g.,decreased magnitude, duration, etc.). In certain embodiments,spatialization engine 507 can modify the haptic data in real-time.Further, in certain embodiments, spatialization engine 507 can havenon-linear relationships between inputs and motor, or actuator, outputsin order to exaggerate an overall trigger haptic effect. In an alternateembodiment, spatialization engine 507 can reside within peripheralfirmware 510 rather than device 500. Spatialization engine 507 isfurther described below in greater detail in conjunction with FIGS. 14,29, and 30.

Device 500 further includes encoder 508. Encoder 508 encodes haptic datareceived from direct playback/crossover 505, trigger engine 506, and/orspatialization engine 507 into a format. In one embodiment, the formatcan be an HES format. Encoder 508 further transmits the encoded hapticdata to peripheral firmware 510.

Peripheral firmware 510 includes decoder and crossover 511. Decoder andcrossover 511 receives the encoded haptic data from encoder 508 anddecodes the encoded haptic data. In certain embodiments, decoder andcrossover 511 computes a programmable crossover in order to decode theencoded haptic data. In some of these embodiments, decoder and crossover511 computes the programmable crossover in real-time. Peripheralfirmware 510 further includes trigger control 512. Trigger control 512is a low-level control API for one or more targeted motors, or targetedactuators, of controller 520 (e.g., motors L and R, as illustrated inFIG. 5). Trigger control 512 can receive a trigger instruction fromdevice 500, can convert the trigger instruction into a low-level triggerinstruction for a specified targeted motor, or targeted actuator, ofcontroller 520, and can transmit the low-level trigger instruction tothe specified targeted motor, or targeted actuator, of controller 520.The low-level trigger instruction can cause the specified targetedmotor, or targeted actuator, to produce a trigger haptic effect at aspecified trigger of controller 520.

Peripheral firmware 510 further includes trigger data 513. Trigger data513, as previously described, is data that includes one or moreparameters, such as one or more parameters that indicate a positionand/or range of one or more triggers of controller 520 (e.g., triggers Land R as illustrated in FIG. 5). Trigger data 513 can be received fromcontroller 520 by peripheral firmware 510. Peripheral firmware 510 canfurther store trigger data 513, and can further transmit trigger data513 to device 500. Peripheral firmware 510 further includes othergamepad functions 514, which are functions of controller 520 that can bemanaged by peripheral firmware 510. Such functions can includewired/wireless communications, input reporting, protocol implementation,power management, etc. Peripheral firmware 510 further includes rumblecontrol 515. Rumble control 515 is a low-level control API for one ormore rumble motors, or rumble actuators, of controller 520 (e.g., rumblemotors L and R, as illustrated in FIG. 5). Rumble control 515 canreceive a rumble instruction from device 500, can convert the rumbleinstruction into a low-level rumble instruction for a specified rumblemotor, or rumble actuator, of controller 520, and can transmit thelow-level trigger instruction to the specified rumble motor, or rumbleactuator, of controller 520.

Controller 520 includes triggers L and R. Controller 520 furtherincludes gear boxes L and R and motors L and R. Motor L and gearbox Lare operably coupled to trigger L within controller 520. Likewise, motorR and gearbox R are operably coupled to trigger R within controller 520.When motor L receives a trigger instruction, motor L and gearbox Lcollectively cause a trigger haptic effect to be experienced at triggerL. Likewise, when motor R receives a trigger instruction, motor R andgearbox R collectively cause a trigger haptic effect to be experiencedat trigger R. According to the embodiment, peripheral firmware 510 sendstrigger instructions to motors L and R of controller 520 using driveelectronics 530. Controller 520 further includes potentiometers L and R.Potentiometer L can detect a position and/or range of trigger L, and canfurther send the detected position and/or range of trigger L toperipheral firmware 510 as trigger data. Likewise, potentiometer R candetect a position and/or range of trigger R, and can further send thedetected position and/or range of trigger R to peripheral firmware 510as trigger data. In one embodiment, potentiometers L and R can each bereplaced with another type of position sensor, such as a hall effectsensor. Controller 520 further includes rumble motors L and R. Whenrumble motor L receives a rumble instruction, rumble motor L causes ahaptic effect to be experienced along a left body of controller 520.Likewise, when rumble motor R receives a rumble instruction, rumblemotor R cause a haptic effect to be experienced along a right body ofcontroller 520. According to the embodiment, peripheral firmware 510sends rumble instructions to rumble motors L and R of controller 520using rumble drive electronics 530.

In an alternate embodiment, one or more targeted motors, or targetedactuators, can be operably coupled to one or more user input elements(such as one or more digital buttons, one or more analog buttons, one ormore bumpers, one or more directional pads, one or more analog ordigital sticks, one or more driving wheels) of controller 520. Accordingto the alternate embodiment, peripheral firmware 510 can sendsinstructions to the one or more targeted motors or targeted actuators,causing the one or more targeted motors or targeted actuators to producehaptic effects that are experienced at the one or more user inputelements of controller 520.

FIG. 6 illustrates an example user interface 600 for designing aspatialization haptic effect, according to an embodiment of theinvention. A system (such as system 10 of FIG. 1) can provide userinterface 600 to a user as a dedicated tool for designing aspatialization haptic effect. In this embodiment, a user can design aspatialization haptic effect based on a pre-existing haptic effectdefinition, with the option of modifying the pre-existing haptic effectdefinition. According to the embodiment, user interface 600 includeseffect presets 610. Effect presets 610 can display one of more hapticeffect presets. A haptic effect preset is a pre-defined haptic effectdefinition of an arbitrary shape and/or form that produces a pre-definedhaptic effect. A haptic effect preset can be stored within a haptic fileor haptic stream. In one embodiment, a format of the haptic file orhaptic stream can be an HES format. User interface 600 further includesedit area 620. According to the embodiment, a user can select a hapticeffect preset displayed within effect presets 610, and edit area 620 candisplay a graphical representation of the haptic effect definition thatis represented by the selected haptic effect preset. Further, a user canmodify one or more parameters of the selected haptic effect definitionby interacting with one or more display elements (such as buttons)within edit area 620. By modifying one or more parameters of a hapticeffect definition, one can modify one or more corresponding attributesof a corresponding haptic effect. Example parameters of a haptic effectdefinition that can be modified include an amplitude parameter, afrequency parameter, a waveform parameter, an envelope parameter, amagnitude (or strength) parameter, and a duration parameter.

User interface 600 further includes effect definitions 630. According tothe embodiment, the user can save a modified haptic effect definition asa new haptic effect definition, where the new haptic effect definitionis displayed within effect definitions 630. The new haptic effectdefinition can be stored within a haptic file or haptic stream. In oneembodiment, a format of the haptic file or haptic stream can be an HESformat. The new haptic effect definition can further be exported to anexternal haptic file or external haptic stream. User interface 600further includes a play button 640. Interacting with play button 640 cancause the system to output a haptic effect at a controller that can beoperably controlled to user interface 600. The haptic effect can be aselected pre-defined haptic effect definition or a selected new hapticeffect definition.

User interface 600 further includes trigger engine area 650. Triggerengine area 650 is an editable visual area that can visualize a triggerhaptic effect that is generated by a trigger engine (such as triggerengine 506 of FIG. 5). As previously described, a trigger engine canreceive a trigger haptic effect definition and can modify the triggerhaptic effect definition based on a position and/or range of a triggerof a controller. Thus, trigger engine area 650 can display avisualization of the trigger, including an actual position of thetrigger. Further, trigger engine area 650 can display a position and/orrange of the trigger that is defined for a trigger haptic effectdefinition, where the position and/or range can cause the trigger engineto modify the trigger haptic effect definition. A user can edit theposition and/or range of the trigger that is defined for the triggerhaptic effect definition. User interface 600 further includesspatialization engine area 660. Spatialization engine area 660 is aneditable visual area that can visualize a haptic effect that can beoriginally generated by the trigger engine and that can be furthermodified by a spatialization engine (such as spatialization engine 507of FIG. 5). As previously described, the spatialization engine canmodify the haptic effect definition so that a haptic effect is scaledfor one or more targeted motors, targeted actuators, rumble motors, orrumble actuators, of a controller. Thus, spatialization engine area 660can display a visualization of the controller. The spatialization enginearea 660 can further display a visualization of the haptic effectexperienced at each targeted motor, targeted actuator, rumble motor, orrumble actuator of the controller. A user can edit a scaling of thehaptic effect that is experienced at each targeted motor, targetedactuator, rumble motor, or rumble actuator of the controller.

FIG. 7 illustrates a block diagram of components used to design aspatialization haptic effect, according to an embodiment of theinvention. In this embodiment, a system (such as system 10 of FIG. 1)can provide authoring component 700 as a dedicated tool for either: (1)authoring a haptic effect (i.e., by authoring a haptic effectdefinition); or (2) authoring a haptic effect as an audio effect (i.e.,by authoring an audio effect definition). In one embodiment, authoringcomponent 700 can be a “Pro Tools®” product by Avid Technology, Inc. Thesystem can further use either single-port crossover audio streaminput/output (“ASIO”) driver 710 or four-port ASIO driver 720 to streamthe haptic effect definition or audio effect definition. Single-portcrossover driver 710 can stream the haptic effect definition or audioeffect definition as a single channel of haptic data or audio data. Incontrast, four-port ASIO driver 720 can stream the haptic effectdefinition or audio effect definition as four channels of haptic data oraudio data. In an alternate embodiment, four-port ASIO driver 720 can bereplaced by another driver that streams the haptic effect definition oraudio effect definition as any plural number of channels of haptic dataor audio data, such as six or eight channels of haptic data or audiodata. In an embodiment where a user authors an audio effect definition,either single-port crossover ASIO driver 710 or four-port ASIO driver720 can also convert the audio effect definition into a haptic effectdefinition. The system can further use HES encoder 730 to encode theaudio effect definition or haptic effect definition into an externalformat, such as an HES format. If the system streams the audio effectdefinition or haptic effect definition as a single channel of hapticdata or audio data using single-port crossover driver 710, HES encoder730 can apply a crossover input warp algorithm to separate the hapticdata or audio data into three different bands that can be mapped tothree different outputs (such as: (1) a low-frequency rumble motor, orrumble actuator; (2) a medium-frequency rumble motor, or rumbleactuator; or (3) a high-frequency targeted motor, or targeted actuator).

The crossover input warp algorithm can reside either in the deviceitself, or reside on the opposite side of a communications link,executing on a processor different from that of the device. Thecrossover input warp algorithm may also separate the input data (hapticor audio) into two bands, where lower frequencies are separated and thenoptionally further transformed before being applied to one or moreactuator outputs, and higher frequencies are separated and thenoptionally transformed before being applied to a number of actuatorsdistinct from those used for the lower-frequency separated data. Thistype of data separation could occur on an arbitrary number of frequencybands and actuator outputs. In alternate embodiments, the input data(audio or haptic) can be separated into multiple overlapping frequencyregions, which are then each optionally transformed and applied to anumber of output actuators. Another set of embodiments could create anumber of signal strength bands, where the input data (audio or haptic)is separated according to output power or strength (such as through peakdetection, RMS calculations, etc.), and these separated data streams areeach applied to one or more distinct sets of actuators. In alternateembodiments, the input data (audio or haptic) can be separated accordingto output power or strength (such as through peak detection, RMScalculations, etc.) into distinct but overlapping data streams, insteadof completely distinct streams, where the strength filtering algorithmscapture overlapping regions of strength, optionally apply thetransformations and apply each of the outputs to a number of outputactuators.

The system can further send the encoded audio effect definition or theencoded haptic effect definition to a human interface device (“HID”)interpreter 740 that resides on controller 750. HID interpreter 740receives and interprets the encoded audio effect definition or theencoded haptic effect definition in order to provide a haptic effect ata trigger of controller 750. In one embodiment, a system can furthermodify the encoded audio effect definition or the encoded haptic effectdefinition using a trigger engine (such as trigger engine 506 of FIG. 5)and/or a spatialization engine (such as spatialization engine 507 ofFIG. 5) before the system sends the encoded audio effect definition orthe encoded haptic effect definition to HID interpreter 740 ofcontroller 750.

FIG. 8 illustrates a block diagram of components used to author aspatialization haptic effect for direct playback, and a block diagram ofcomponents used to save the spatialization haptic effect, according toan embodiment of the invention. In this embodiment, a system (such assystem 10 of FIG. 1) can provide audio authoring component 800 as adedicated tool for authoring a spatialization haptic effect as an audioeffect (i.e., by authoring an audio effect definition). In oneembodiment, audio authoring component 800 can be a “Pro Tools®” productby Avid Technology, Inc.

Once a user of the system has authored a spatialization haptic effectusing audio authoring component 800, the user can preview thespatialization haptic effect. The preview functionality can allow forfurther customization of the spatialization haptic effect. Uponpreviewing the spatialization haptic effect, the system can send theauthored audio effect definition to four-channel output driver 801,where four-channel output driver 801 can stream the audio effectdefinition as four channels of audio data. In one embodiment,four-channel output driver 801 can be a four-channel ASIO output driver.In an alternate embodiment, four-channel output driver 801 can bereplaced by another driver that streams the audio effect definition asany plural number of channels of audio data, such as six or eightchannels of audio data.

Further, the system can send the audio stream to audio-to-hapticconverter 802, where audio-to-haptic converter 802 can convert the audioeffect definition of the audio stream into a haptic effect definitionusing a haptic conversion algorithm. In one embodiment, each separatechannel of the audio effect definition that corresponds to a motor, oractuator, can be converted into a channel of a haptic effect definition.Example haptic conversion algorithms are described in the followingpatents or patent applications (all of which are hereby incorporated byreference in their entirety): U.S. Pat. No. 7,979,146; U.S. Pat. No.8,000,825; U.S. Pat. No. 8,378,964; U.S. Pat. App. Pub. No.2011/0202155; U.S. Pat. App. Pub. No. 2011/0215913; U.S. Pat. App. Pub.No. 2012/0206246; U.S. Pat. App. Pub. No. 2012/0206247; U.S. Pat. App.Pub. No. 2013/0265286; U.S. Pat. App. Pub. No. 2013/0131851; U.S. Pat.App. Pub. No. 2013/0207917; U.S. Pat. App. Pub. No. 2013/0335209; U.S.Pat. App. Pub. No. 2014/0064516; U.S. patent application Ser. No.13/661,140; U.S. patent application Ser. No. 13/785,166; U.S. patentapplication Ser. No. 13/788,487; U.S. patent application Ser. No.14/078,438; U.S. patent application Ser. No. 14/078,442; U.S. patentapplication Ser. No. 14/078,445; U.S. patent application Ser. No.14/051,933; U.S. patent application Ser. No. 14/020,461; U.S. patentapplication Ser. No. 14/020,502; U.S. patent application Ser. No.14/277,870; and U.S. patent application Ser. No. 14/467,184.

The system can further send the converted haptic effect definition toHES multi-channel encoder 803, where multi-channel encoder 803 canencode the converted haptic effect definition into an external format,such as an HES format. The system can further send the encoded andconverted haptic effect definition to trigger controller interface(“I/F”) 804 that resides on controller 805. Trigger controller I/F 804can receive and interpret the encoded and converted haptic effectdefinition in order to preview the authored spatialization haptic effectat a trigger of controller 805.

In this embodiment, the system can provide audio authoring component810, where audio authoring component 810 is identical to audio authoringcomponent 800. Once a user of the system has authored a spatializationhaptic effect using audio authoring component 810, the user can save thespatialization haptic effect. Upon saving the spatialization hapticeffect, the system can export the audio effect definition as separateaudio files 811. In one embodiment where the audio effect definitionincludes four channels, audio files 811 can include four audio files. Inan alternate embodiment, where the audio effect definition includesanother number of channels, audio files 811 can include that number ofseparate audio files. In certain embodiments, audio files 811 can be aWaveform Audio File (“WAV”) format. The system can further send audiofiles 811 to a HES encoder graphical user interface (“GUI”) 812, whereHES encoder GUI 812 can encode audio files 811 into a single audio file.In one embodiment, the audio file can be an HES format. Further, thesystem can send the audio file to audio-to-haptic converter 812, whereaudio-to-haptic converter 813 can convert the audio effect definition ofthe audio file into a haptic effect definition using a haptic conversionalgorithm. In one embodiment, each separate channel of the audio effectdefinition that corresponds to a motor, or actuator, can be convertedinto a channel of a haptic effect definition. The system can furthersend the converted haptic effect definition to HES multi-channel encoder814, where multi-channel encoder 814 can encode the converted hapticeffect definition into an external format, such as an HES format. Thesystem can further store the encoded and converted haptic effectdefinition within a haptic file 815. In one embodiment, haptic file 815can be an HES file.

FIG. 9 illustrates a block diagram of components used to author aspatialization haptic effect for crossover playback, and a block diagramof components used to save the spatialization haptic effect, accordingto an embodiment of the invention. In this embodiment, a system (such assystem 10 of FIG. 1) can provide audio authoring component 900 as adedicated tool for authoring a spatialization haptic effect as an audioeffect (i.e., by authoring an audio effect definition).

Once a user of the system has authored a spatialization haptic effectusing audio authoring component 900, the user can preview thespatialization haptic effect. Upon previewing the spatialization hapticeffect, the system can send the authored audio effect definition tosingle-channel output driver 901, where single-channel output driver 901can stream the audio effect definition as a single channel of audiodata. In one embodiment, single-channel output driver 901 can be asingle-channel ASIO output driver. Further, the system can send theaudio stream to audio-to-haptic converter 902, where audio-to-hapticconverter 902 can convert the audio effect definition of the audiostream into a haptic effect definition using a haptic conversionalgorithm. In one embodiment, each separate channel of the audio effectdefinition that corresponds to a motor, or actuator, can be convertedinto a channel of a haptic effect definition. Even further, the systemcan send the converted haptic effect definition to crossover GUI 905,where crossover GUI 905 can apply a crossover input warp algorithm toseparate the converted haptic effect definition into three differentchannels that can be mapped to three different outputs (such as: (1) alow-frequency rumble motor, or rumble actuator; (2) a medium-frequencyrumble motor, or rumble actuator; or (3) a high-frequency targetedmotor, or targeted actuator).

The system can further send the converted haptic effect definition toHES multi-channel encoder 903, where multi-channel encoder 903 canencode the converted haptic effect definition into an external format,such as an HES format. The system can further send the encoded andconverted haptic effect definition to trigger controller I/F 904 thatresides on controller 906. Trigger controller I/F 904 can receive andinterpret the encoded and converted haptic effect definition in order topreview the authored trigger haptic effect at a trigger of controller906.

In this embodiment, the system can provide audio authoring component910, where audio authoring component 910 is identical to audio authoringcomponent 900. Once a user of the system has authored a spatializationhaptic effect using audio authoring component 910, the user can save thespatialization haptic effect. Upon saving the spatialization hapticeffect, the system can export the audio effect definition as a singleaudio file 911. In certain embodiments, audio file 911 can be a WAVformat. The system can further export crossover settings 912. The systemcan further send audio file 911 to a HES encoder GUI 913, where HESencoder GUI 913 can encode audio file 911 and crossover settings 912into a single audio file. In one embodiment, the audio file can be anHES format. The system can further send the audio file to HESsingle-channel and crossover encoder 914, where single-channel andcrossover encoder can encode the audio file into an external format,such as an HES format. The system can further store the encoded audiofile within a haptic file 915. In one embodiment, haptic file 915 can bean HES file.

FIG. 10 illustrates a block diagram of components used to directly playa spatialization haptic effect, according to an embodiment of theinvention. According to an embodiment, a system (such as system 10 ofFIG. 1) can load a haptic file 1000 that includes a haptic effectdefinition. In one embodiment, haptic file 1000 can be an HES file.According to the embodiment, the haptic effect definition includedwithin haptic file 1000 includes four channels, where each channelincludes a portion of the haptic data included within the haptic effectdefinition. In an alternate embodiment, the haptic effect definitionincluded within haptic file 1000 can include any plural number ofchannels. Each channel of the haptic effect definition can be associatedwith a targeted motor, targeted actuator, rumble motor, or rumbleactuator. In the illustrated embodiment, the first channel (i.e.,“channel LR”) is associated with a low rumble motor, the second channel(i.e., “channel MR”) is associated with a medium rumble motor, the thirdchannel (i.e., “channel LT”) is associated with a motor that is operablycoupled to a left trigger, and the fourth channel (i.e., “channel RT”)is associated with a targeted motor that is operably coupled to a righttrigger. In one embodiment, the haptic effect definition included withinhaptic file 1000 can define a playback speed and a playback ratecontrol.

According to the embodiment, the system can send the four channels ofthe haptic effect definition included within haptic file 1000 tostrength control 1010, where strength control 1010 can modify astrength, or magnitude, of the haptic data included within each channelof the haptic effect definition. The system can then send the fourchannels of the haptic effect definition to front/back (“F/B”)spatialization 1020, where F/B spatialization 1020 can modify the hapticdata included within each channel of the haptic effect definition basedon spatialization data. The spatialization data can include a directionand/or flow of a haptic effect. In one embodiment, the direction and/orflow of the haptic effect can be a frontwards or backwards direction.Further, spatialization data can include one or more hand positions.According to the embodiment, F/B spatialization 1020 can modify thehaptic data included within each channel so that a haptic effect isscaled for each motor, or actuator. The system can then send channel LRto low rumble motor 1030 (identified in FIG. 10 as “LowR motor”), andcan further send channel MR to medium rumble motor 1040 (identified inFIG. 10 as “MidR motor”). The haptic data contained within channel LRcan cause low rumble motor 1030 to produce a general or rumble hapticeffect, and the haptic data contained within channel MR can cause mediumrumble motor 1040 to produce a general or rumble haptic effect.

The system can further send channels LT and RT to left/right (“L/R”)spatialization 1050, where L/R spatialization 1050 can modify the hapticdata included within channels LT and RT based on spatialization data.The spatialization data can include a direction and/or flow of a hapticeffect. In one embodiment, the direction and/or flow of the hapticeffect can be a left or right direction. Further, spatialization datacan include one or more hand positions. According to the embodiment, L/Rspatialization 1050 can modify the haptic data included within eachchannel so that a haptic effect is scaled for each motor, or actuator.The system can then send channel LT to left trigger targeted motor 1060(identified in FIG. 10 as “LT motor”), and can further send channel RTto right trigger targeted motor 1070 (identified in FIG. 10 as “RTmotor”). The haptic data contained within channel LT can cause lefttrigger targeted motor 1060 to produce a trigger haptic effect at a lefttrigger, and the haptic data contained within channel RT can cause righttrigger targeted motor 1070 to produce a trigger haptic effect at aright trigger.

FIG. 11 illustrates a block diagram of components used to play aspatialization haptic effect using a programmable crossover, accordingto an embodiment of the invention. According to an embodiment, a system(such as system 10 of FIG. 1) can load a haptic file 1100 that includesa haptic effect definition. In one embodiment, haptic file 1100 can bean HES file. According to the embodiment, the haptic effect definitionincluded within haptic file 1100 includes a single channel, where thechannel includes the haptic data included within the haptic effectdefinition. Also according to the embodiment, the haptic effectdefinition included within haptic file 1100 includes one or morecrossover parameters, where the one or more crossover parameters can beparameters for a crossover input warp algorithm. In one embodiment, thehaptic effect definition included within haptic file 1100 can define aplayback speed and a playback rate control.

According to the embodiment, the system can send the channel of thehaptic effect definition included within haptic file 1100, and the oneor more crossover parameters also included within haptic file 1100, toprogrammable crossover 1110. Programmable crossover 1110 can apply acrossover input warp algorithm using the one or more crossoverparameters to separate the channel into three different channels: alow-frequency channel; a medium-frequency channel; and a high-frequencychannel. The low-frequency channel includes a portion of the haptic dataincluded within the haptic effect definition that includes one or morelow frequencies. The medium-frequency channel includes a portion of thehaptic data included within the haptic effect definition that includesone or more medium frequencies. The high-frequency channel includes aportion of the haptic data included within the haptic effect definitionthat includes one or more high frequencies.

The system can then send the three channels of the haptic effectdefinition to F/B spatialization 1120, where F/B spatialization 1120 canmodify the haptic data included within each channel of the haptic effectdefinition based on spatialization data. The spatialization data caninclude a direction and/or flow of a haptic effect. In one embodiment,the direction and/or flow of the haptic effect can be a frontwards orbackwards direction. Further, spatialization data can include one ormore hand positions. According to the embodiment, F/B spatialization1120 can modify the haptic data included within each channel so that ahaptic effect is scaled for each motor, or actuator. The system can thensend the low frequency channel to low rumble motor 1130 (identified inFIG. 11 as “LowR motor”), and can further send the middle frequencychannel to medium rumble motor 1140 (identified in FIG. 11 as “MidRmotor”). The haptic data contained within the low-frequency channel cancause low rumble motor 1130 to produce a general or rumble hapticeffect, and the haptic data contained within the medium-frequencychannel can cause medium rumble motor 1140 to produce a general orrumble haptic effect.

The system can further send the high-frequency channel to L/Rspatialization 1150, where L/R spatialization 1150 can modify the hapticdata included within the high frequency channel based on spatializationdata. In one embodiment, the direction and/or flow of the haptic effectcan be a left or right direction. Further, spatialization data caninclude one or more hand positions. According to the embodiment, L/Rspatialization 1150 can modify the haptic data included within thechannel so that a haptic effect is scaled for each motor, or actuator.The system can then send the high-frequency channel to left triggertargeted motor 1160 (identified in FIG. 11 as “LT motor”), and can alsosend the high-frequency channel to right trigger targeted motor 1170(identified in FIG. 11 as “RT motor”). The haptic data contained withinthe high-frequency channel can cause left trigger targeted motor 1160 toproduce a trigger haptic effect at a left trigger, and the haptic datacontained within the high-frequency channel can cause right triggertargeted motor 1170 to produce a trigger haptic effect at a righttrigger.

FIG. 12 illustrates an example four-channel direct playback of aspatialization haptic effect, according to an embodiment of theinvention. According to an embodiment, a system (such as system 10 ofFIG. 1) can load an audio file 1200 that includes an audio effectdefinition. In one embodiment, audio file 1200 can be an HES file.According to the embodiment, the audio effect definition included withinaudio file 1200 includes four channels, where each channel includes aportion of the audio data included within the audio effect definition.In an alternate embodiment, the audio effect definition included withinaudio file 1200 can include any plural number of channels. Each channelof the haptic effect definition can be associated with a targeted motor,targeted actuator, rumble motor, or rumble actuator. In the illustratedembodiment, the first channel (i.e., “channel LR”) is associated with alow rumble motor, the second channel (i.e., “channel MR”) is associatedwith a medium rumble motor, the third channel (i.e., “channel LT”) isassociated with a targeted motor that is operably coupled to a lefttrigger, and the fourth channel (i.e., “channel RT”) is associated witha targeted motor that is operably coupled to a right trigger.

According to the embodiment, the system can send the four channels ofthe audio effect definition included within audio file 1200 toaudio-to-haptic converter 1210, where audio-to-haptic converter 1210 canconvert the audio effect definition into a haptic effect definitionusing a haptic conversion algorithm. In one embodiment, each separatechannel of the audio effect definition can be converted into a channelof a haptic effect definition. In the illustrated embodiment: channel LRcan be converted using a peak/decimation filter with a range of lessthan 60 hertz (“Hz”); channel MR can be converted using apeak/decimation filter with a value of 60 Hz; and channels LT and RT caneach be converted using a peak/decimation filter with a range of 200Hz-2 kHz.

The system can further send the four channels of the converted hapticeffect definition to encoder/decoder 1220, where encoder/decoder 1220can encode each channel of the converted haptic effect definition intoan external format, such as an HES format. The system can then send thefour encoded channels of the converted haptic effect definition to F/Bspatialization 1230, where F/B spatialization 1230 can modify theconverted haptic data included within each encoded channel of theconverted haptic effect definition based on spatialization data. Thespatialization data can include a direction and/or flow of a hapticeffect. In one embodiment, the direction and/or flow of the hapticeffect can be a frontwards or backwards direction. Further,spatialization data can include one or more hand positions. According tothe embodiment, F/B spatialization 1230 can modify the converted hapticdata included within each encoded channel so that a haptic effect isscaled for each motor, or actuator. The system can then send encodedchannel LR to low rumble motor 1240 (identified in FIG. 12 as “LowRmotor”), and can further send encoded channel MR to medium rumble motor1250 (identified in FIG. 12 as “MidR motor”). The converted haptic datacontained within channel LR can cause low rumble motor 1240 to produce ageneral or rumble haptic effect, and the converted haptic data containedwithin channel MR can cause medium rumble motor 1250 to produce ageneral or rumble haptic effect.

The system can further send encoded channels LT and RT to L/Rspatialization 1260, where L/R spatialization 1260 can modify theconverted haptic data included within encoded channels LT and RT basedon spatialization data. The spatialization data can include a directionand/or flow of a haptic effect. In one embodiment, the direction and/orflow of the haptic effect can be a left or right direction. Further,spatialization data can include one or more hand positions. According tothe embodiment, L/R spatialization 1260 can modify the haptic dataincluded within each channel so that a haptic effect is scaled for eachmotor, or actuator. The system can then send channel LT to left triggertargeted motor 1270 (identified in FIG. 12 as “LT motor”), and canfurther send channel RT to right trigger targeted motor 1280 (identifiedin FIG. 12 as “RT motor”). The haptic data contained within channel LTcan cause left trigger targeted motor 1270 to produce a trigger hapticeffect at a left trigger, and the haptic data contained within channelRT can cause right trigger targeted motor 1280 to produce a triggerhaptic effect at a right trigger.

FIG. 13 illustrates an example crossover playback of a spatializationhaptic effect, according to an embodiment of the invention. According toan embodiment, a system (such as system 10 of FIG. 1) can load an audiofile 1300 that includes an audio effect definition. In one embodiment,audio file 1300 can be an HES file. According to the embodiment, theaudio effect definition included within audio file 1300 includes asingle channel, where the channel includes the audio data includedwithin the audio effect definition. In an embodiment, the audio effectdefinition included within audio file 1300 can include one or morecrossover parameters, where the one or more crossover parameters can beparameters for a crossover input warp algorithm.

According to the embodiment, the system can send the channel of theaudio effect definition included within audio file 1300, and, in oneembodiment, the one or more crossover parameters also included withinaudio file 1300, to programmable crossover 1310. Programmable crossover1310 can apply a crossover input warp algorithm (in one embodiment,using the one or more crossover parameters) to separate the channel intothree different channels: a low-frequency channel; a medium-frequencychannel; and a high-frequency channel. Programmable crossover 1310 canfurther convert the audio effect definition into a haptic effectdefinition using a haptic conversion algorithm. In one embodiment, eachseparate channel of the audio effect definition can be converted into achannel of a haptic effect definition. In the illustrated embodiment:the low-frequency channel can be converted using a peak/decimationfilter with a range of less than 60 hertz (“Hz”); the medium-frequencychannel can be converted using a peak/decimation filter with a value of60 Hz; and the high-frequency channel can each be converted using apeak/decimation filter with a range of 200 Hz-2 kHz.

The system can further send the three channels of the converted hapticeffect definition to encoder/decoder 1320, where encoder/decoder 1320can encode each channel of the converted haptic effect definition intoan external format, such as an HES format. The system can then send thethree channels of the haptic effect definition to F/B spatialization1330, where F/B spatialization 1330 can modify the haptic data includedwithin each channel of the haptic effect definition based onspatialization data. The spatialization data can include a directionand/or flow of a haptic effect. In one embodiment, the direction and/orflow of the haptic effect can be a frontwards or backwards direction.Further, spatialization data can include one or more hand positions.According to the embodiment, F/B spatialization 1330 can modify thehaptic data included within each channel so that a haptic effect isscaled for each motor, or actuator. The system can then send thelow-frequency channel to low rumble motor 1340 (identified in FIG. 13 as“LowR motor”), and can further send the middle-frequency channel tomedium rumble motor 1350 (identified in FIG. 13 as “MidR motor”). Thehaptic data contained within the low-frequency channel can cause lowrumble motor 1340 to produce a general or rumble haptic effect, and thehaptic data contained within the medium-frequency channel can causemedium rumble motor 1350 to produce a general or rumble haptic effect.

The system can further send the high-frequency channel to L/Rspatialization 1360, where L/R spatialization 1360 can modify the hapticdata included within the high-frequency channel based on spatializationdata. In one embodiment, the direction and/or flow of the haptic effectcan be a left or right direction. Further, spatialization data caninclude one or more hand positions. According to the embodiment, L/Rspatialization 1360 can modify the haptic data included within thechannel so that a haptic effect is scaled for each motor, or actuator.The system can then send the high frequency channel to left triggertargeted motor 1370 (identified in FIG. 13 as “LT motor”), and can alsosend the high frequency channel to right trigger targeted motor 1380(identified in FIG. 13 as “RT motor”). The haptic data contained withinthe high frequency channel can cause left trigger targeted motor 1370 toproduce a trigger haptic effect at a left trigger, and the haptic datacontained within the high frequency channel can cause right triggertargeted motor 1380 to produce a trigger haptic effect at a righttrigger.

FIG. 14 illustrates an example user interface 1400 of a spatializationengine, according to an embodiment of the invention. User interface 1400is an editable visual area that can visualize a haptic effect that isoriginally generated and further modified by a spatialization engine(such as spatialization engine 507 of FIG. 5). In one embodiment, thehaptic effect can be a trigger haptic effect that is originallygenerated by a trigger engine (such as trigger engine 506 of FIG. 5).User interface 1400 can further allow a user to programmatically manageone or more modifications of the haptic effect by the spatializationengine. Such modifications can further be recorded for dynamic playbackin the future. As previously described, a spatialization engine canmodify a haptic effect definition that is originally generated so that ahaptic effect is scaled for one or more targeted motors, targetedactuators, rumble motors, or rumble actuators, of a controller. Morespecifically, a spatialization engine can modify a haptic effectdefinition as applied to each targeted motor, targeted actuator, rumblemotor, or rumble actuator to convey a sense of direction of the hapticeffect as experienced by a user of the controller. Each modification tothe haptic effect definition can be based on an intended directionand/or flow of a haptic effect as defined by the specialization engine.Further, each modification can also be based on an input received by thecontroller, where the input indicates a position of a user's hand on thecontroller. Thus, the spatialization engine can receive a haptic effectdefinition that is originally generated, and can modify the hapticeffect definition based on the “spatialization” aspect of the hapticeffect (e.g., a position and/or flow of the haptic effect).

User interface 1400 includes flow 1410. Flow 1410 allows a user toprogrammatically manage a flow of a haptic effect. A flow is a temporalstart-of-playback offset modification to delay playback on individualtargeted motors, targeted actuators, rumble motors, or rumble actuatorsof a controller. Alternatively, a flow can be a duration modification tomodify a duration of a haptic effect experienced at targeted motors,targeted actuators, rumble motors, or rumble actuators of a controller.For example, a flow can be defined so that haptic playback first beginson a left targeted motor or targeted actuator, then subsequently beginson a middle rumble motor or rumble actuator, and then further begins ona right targeted motor or targeted actuator. In this example, a flow ofthe overall haptic effect is left-to-right, as a user of a controllerfirst experiences the haptic playback of the overall haptic effect atthe left of the controller, then at the middle of the controller, andthen at the right of the controller. A flow can be from left to right orvice-versa, front to back or vice-versa, or a combination of the two.Thus, a flow can define a haptic playback vector. Flow 1410 can bevisualized within user interface 1400 as an arrow that can be placedhorizontally, vertically, or diagonally within user interface 1400.Thus, by interacting with flow 1410, a user can modify one or moredelays applied to various motors or actuators of the controller tostagger haptic playback.

User interface 1400 further includes direction 1420. Direction 1420allows a user to programmatically modify a direction of a haptic effect.A direction is a magnitude (or strength) modification to emphasize afront-back and/or left-right bias (or balance) among various motors oractuators of a controller. Alternatively, a direction can be a frequencymodification. For example, a direction can be defined so that hapticplayback of the haptic effect is the strongest at the right of thecontroller. Direction 1420 can be visualized within user interface 1400as a point within a two-dimensional grid or space defined by two axes.Thus, by interacting with direction 1420, a user can modify magnitudes(or strengths) applied to various motors or actuators to emphasize aleft-right and/or front-back bias (or balance).

User interface 1400 further includes strength 1430. Strength 1430 allowsa user to programmatically modify a magnitude (or strength) of anoverall haptic effect either before or during playback. Strength 1430can be visualized within user interface 1400 as a slider. Thus, byinteracting with strength 1430, a user can modify an overall magnitude(or strength) of a haptic effect. User interface 1400 further includesplay speed 1440. Play speed 1440 allows a user to programmaticallymodify a play speed, or rate, at which a system (such as system 10 ofFIG. 1) processes a haptic effect definition of a haptic effect in orderto playback the haptic effect. Play speed 1440 can be visualized withinuser interface 1400 as a slider. Thus, by interacting with play speed1440, a user can modify a play speed, or rate, of a haptic effect. Userinterface 1400 further includes loop 1450. Loop 1450 allows a user toprogrammatically modify whether a playback of a haptic effect loops ornot. Loop 1450 can be visualized within user interface 1400 as a button.Thus, by interacting with loop 1450, a user can control a looping of ahaptic effect. Further details of a spatialization engine are furtherdescribed below in greater detail in conjunction with FIGS. 29 and 30.

FIG. 15 illustrates an architecture diagram of a haptic effect API 1500,according to an embodiment of the invention. Haptic effect API 1500includes a set of computer-readable functions or routines that allow adeveloper to play haptic effects, such as trigger haptic effects, at auser input element of a controller, such as a trigger. The haptic effectAPI can include an extensive haptic effect library containingpre-defined haptic effect definition for many different game genres,such as driving/racing, weapons/warfare, and sports (e.g., soccer,football, baseball, golf, or hockey). In one embodiment, the hapticeffect API can include a set of C++ classes, and is not required to useadvanced features, such as exceptions and run-time type information,which may be turned off in client applications. In alternateembodiments, the haptic effect API can use other language bindings, suchas C, Java, or C#. Further, the haptic effect API can provide plug-insfor certain game engines, such as Unity 3D™ and Marmalade™.

According to the embodiment, haptic effect API 1500 can be accessed byapplication 1510, which is a software application, such as a gameapplication, that can be executed on a system (such as system 10 of FIG.1). Further, haptic effect API 1500 can access an effect library 1520,where effect library 1520 can include one or more haptic effectdefinitions, such as haptic effect definition 1521 (identified in FIG.15 as “effect 1521”). As previously described, an example of a hapticeffect definition is a trigger haptic effect definition. Further, hapticeffect API 1500 includes one or more device definitions, such as devicedefinition 1501 (identified in FIG. 15 as “device 1501”). A devicedefinition includes device data that defines a hardware device, such asa controller, gamepad, or other peripheral device, where a haptic effectis to be played. Haptic effect API 1500 further includes one or moretimer definitions, such as timer definition 1502 (identified in FIG. 15as “timer 1502”). A timer definition includes timer data that defines atime period where all haptic effect definitions registered to a specifichardware device are updated. Haptic effect API 1500 further includestrigger definition 1503 (identified in FIG. 15 as “trigger 1503”). Atrigger definition includes trigger data that defines a trigger of aspecific hardware device. Haptic effect API 1500 further includesprotocol definition 1504 (identified in FIG. 15 as “protocol 1504”). Aprotocol definition describes a protocol of a communication interfaceused by haptic effect API 1500 to communicate with a specific hardwaredevice. Using protocol definition 1504, haptic effect API 1500 cancommunicate with device firmware 1530 (identified in FIG. 15 as “FW1530”), where device firmware 1530 is firmware for the specific hardwaredevice. Using device firmware 1530, haptic effect API 1500 can furthercommunicate with hardware device 1540 (identified in FIG. 15 as “HW1540”), where hardware device 1540 is the specific hardware device.

In one embodiment, application 1510 can access device definition 1501 toacquire a target hardware device (i.e., HW 1540) where a haptic effectis to be played. By accessing device definition 1501, application 1510can further access timer definition 1502, trigger definition 1503, andprotocol definition 1504. Application 1510 can further access hapticeffect definition 1521 from effect library 1520 to instantiate a hapticeffect. Application 1510 can further cause the haptic effect be playedat the target hardware device (i.e., HW 1540) by sending an instructionto the target hardware device (i.e., HW 1540) via haptic effect API 1500and FW 1530.

FIG. 16 illustrates an architecture diagram of firmware that produceshaptic effects, according to an embodiment of the invention. Thearchitecture includes communication interface 1600. Communicationinterface 1600 provides for communication between a haptic effect API(such as haptic effect API 1500 of FIG. 15) and firmware for aperipheral device, such as a controller or gamepad. The architecturefurther includes effect slot 1610. An effect slot defines a type ofhaptic effect, and can include the following parameters: magnitude (orstrength); frequency (or period); envelope (e.g., attack level, attacktime, fade level, and fade time); actuator (e.g., specific actuators orvirtual actuators, such as “rumble” or “directional”); direction (e.g.,one or two angles, or a two-dimensional vector); distance (e.g., can beused to module an entire haptic effect); start/end haptic effectdefinition (e.g., a starting haptic effect definition and an endinghaptic effect definition that can be interpolated to create aninterpolated haptic effect). A specific type of effect slot 1610 is atriggered effect slot 1620. A triggered effect slot defines a type oftrigger haptic effect, and, in addition to the aforementioned parametersof an effect slot, can include the following additional parameters:trigger button (e.g., none, left, or right); trigger start/stop, points,and directions (e.g., start/stop the trigger haptic effect when atrigger button reaches a certain position while moving in a certaindirection); and trigger end point (e.g., interpolate between a starttrigger haptic effect definition and an end trigger haptic definitionwhile playing the trigger haptic effect).

The architecture further includes trigger engine 1630. As previouslydescribed, trigger engine 1630 can receive a trigger haptic effectdefinition and can modify the trigger haptic effect definition based ontrigger data, such as a position and/or range of a trigger of acontroller. The architecture further includes trigger hardware interface1640 (identified in FIG. 16 as “trigger HW interface 1640”). Triggerhardware interface 1640 is a communication interface that allows triggerengine 1630 to receive trigger data from a peripheral device, such as acontroller or gamepad. The architecture further includes spatializationengine 1650. As previously described, spatialization engine 1650 canmodify a haptic effect definition, such as a trigger haptic effectdefinition, so that a haptic effect, such as a trigger haptic effect, isscaled for one or more targeted motors, targeted actuators, rumblemotors, or rumble actuators, of a controller. The architecture furtherincludes basis effect rendering engine 1660. Basis effect renderingengine 1660 renders a haptic effect, such as a trigger haptic effect,for a motor or actuator based on a haptic effect definition, such as atrigger haptic effect definition. The architecture further includesactuator hardware interface 1670 (identified in FIG. 16 as “actuator HWinterface 1670”). Actuator hardware interface 1670 is a communicationinterface that allows basis effect rendering engine 1660 to send hapticdata included within the rendered haptic effect to a motor or actuatorto cause the motor or actuator to play the haptic effect.

FIG. 17 illustrates an example directionality model for a controller,according to an embodiment of the invention. According to theembodiment, the controller includes rumble motors 1710 and 1720, andtargeted motors 1730 and 1740, where targeted motors 1730 and 1740 areeach operably coupled to a trigger of the controller. Rumble motors 1710and 1720 can have complementary vibration ranges. Further, targetedmotors 1730 and 1740 can generate higher-frequency vibrations that aremore spatially-isolated. It can be understood that using rumble motors1710 and 1720 for a left/right spatialized haptic effect provides anasymmetric vibration experience (i.e., different frequency content thatis not well spatially separated for most users). Thus, a haptic effectdefinition can include left-front, right-front, and directionlesschannels. Further, a front/back directionality can be reinforced bytransitioning a vibration from rumble motors 1710 and 1720 to targetedmotors 1730 and 1740. Thus, rumble motors 1710 and 1720 can be used fordirectionless low-frequency haptic effects. Rumble motors 1710 and 1720can optionally also be used for back/front directionality. Further,targeted motors 1730 and 1740 can be used for left/right directionality.

FIG. 18 illustrates a block diagram of a haptic effect firmware stack,according to an embodiment of the invention. The haptic effect firmwarestack can be for firmware for a peripheral device, such as peripheralfirmware 510 of FIG. 5. The trigger haptic effect firmware stack caninclude controller haptics API 1800 (identified as “trigger controllerhaptic API 1800” in FIG. 18). Controller haptics API 1800 includes a setof computer-readable functions or routines that allow the firmware toplay haptic effects, such as trigger haptic effects, at a user inputelement of a controller, such as a trigger. Controller haptics API 1800can include fundamental effect definitions 1801. Effect definitions 1801include one or more haptic effect definitions, such as trigger hapticeffect definitions. Controller haptics API 1800 can further includeeffect library code 1802. Effect library code 1802 includes a set ofcomputer-readable instructions that can instantiate a haptic effectbased on a haptic effect definition stored within effect definitions1801. Effect library code 1802 can provide one or more effect-specificparameters as part of the instantiation of a haptic effect based on ahaptic effect definition. Controller haptic API 1800 can further includedirectionality engine 1803. Directionality engine 1803 can modify ahaptic effect definition, such as a trigger haptic effect definition, sothat a haptic effect, such as a trigger haptic effect, is scaled for oneor more targeted motors, targeted actuators, rumble motors, or rumbleactuators, of a controller. Controller haptic API 1800 further includesemulator 1804. Emulator 1804 renders a haptic effect, such as a triggerhaptic effect, for one or more motors or actuators (e.g., four motors)of a controller based on a haptic effect definition, such as a triggerhaptic effect definition. Controller haptic API 1800 further sends therendered haptic effect to controller 1820 (or some other peripheraldevice) using controller API 1810.

FIG. 19 illustrates an architecture diagram of a system (such as system10 of FIG. 1) that provides haptic effects experienced at a controller,according to an embodiment of the invention. The system includesapplication 1900 (identified in FIG. 19 as “app 1900”). Application 1900is a software application, such as a game application, that can beexecuted on the system. The system further includes haptic effect API1910 (identified in FIG. 19 as “API 1910”). In one embodiment, hapticeffect API 1910 is identical to controller haptic API 1800 of FIG. 18.According to the embodiment, haptic effect API 1910 can be a single APIfor all controllers, gamepads, or other peripheral devices. Thus, hapticeffect API 1910 can abstract differences between controllers, gamepads,and other peripheral devices. Further, haptic effect API 1910 caninclude a built-in effects library that includes one or more built-inhaptic effect definitions. A built-in haptic effect definition is a datastructure that encapsulates one or more attributes of a correspondinghaptic effect.

One type of a built-in haptic effect definition is static haptic effectdefinition 1911 (identified in FIG. 19 as “static 1911”). Static hapticeffect definition 1911 is a set of one or more periodic or magnitudesweep effect definitions that produce a static haptic effect that doesnot change over time. Examples include a car crash, a rocket launcher,and a user interface confirmation. Static haptic effect definition 1911can be called directly by application 1900 based on events within agame. A static haptic effect produced by static haptic effect definition1911 can be used as a trigger haptic effect.

Another type of a built-in haptic effect definition is dynamic hapticeffect definition 1912 (identified in FIG. 19 as “dynamic 1912”).Dynamic haptic effect definition 1912 is an algorithm that receives oneor more parameters 1914 as input and produces a continuously changinghaptic effect (i.e., a dynamic haptic effect). Examples include anengine's revolutions per minute (“RPM”), a snowboard, and an explosion.A static haptic effect definition can be turned into a dynamic hapticeffect definition by including a vector (i.e., distance and direction),and an input position/state of one or more buttons or axes). A dynamichaptic effect can be based on game variables that can be passed fromapplication 1900. A dynamic haptic effect can also be based oncontroller input, such as trigger input.

Another type of a built-in haptic effect definition is direct controlhaptic effect definition 1913 (identified in FIG. 19 as “direct control1913”). In a direct control scenario, direct control haptic effectdefinition 1913 can be defined in a way that allows direct rendering tothe output device, with very little processing applied to direct controlhaptic effect definition 1913 as it travels through core effect library1920. In this scenario, direct control haptic effect definition 1913 caninclude a number of distinct data channels that corresponds to, and mapsexactly to, a number of output actuators on an output device.Alternately, direct control haptic effect definition 1913 can contain anumber of distinct data channels that exceeds the number of availableoutput actuators on the output device, and core effect library 1920 canselect a number of channels, where each channel is selected such that itbest maps to a particular actuator in the output device, and core effectlibrary 1920 can then transmit the selected channels' data to the mappedactuators.

The system further includes core effect library 1920 (identified in FIG.19 as “core19”). Core effect library 1920 includes one or more hapticeffect definitions 1921 (identified in FIG. 19 as “FX 1921”). Hapticeffect definitions 1921 can include trigger haptic effect definitions1922 (identified in FIG. 19 as “trigger effects 1922”). Examples ofhaptic effect definitions can include explosion haptic effectdefinitions, RPM haptic effect definitions, snowboard haptic effectdefinitions, and other haptic effect definitions. Core effect libraryfurther includes mixer 1923 (identified in FIG. 19 as“mixer/prioritization 1923”). Mixer 1923 can mix or prioritize one ormore haptic effect definitions.

The system further includes low-level API 1930. Low-level API 1930 canreceive an instruction to play a haptic effect based on a haptic effectdefinition, and can convert the instruction to a low-level instructionthat can be interpreted by a controller 1940. An example of low-levelAPI 1930 is Xbox® API 2031 by Microsoft Corporation, and an example ofcontroller 1940 is Xbox® controller 2041 by Microsoft Corporation.

FIG. 20 illustrates an example user interface 2000 for previewing andmodifying a spatialization haptic effect, according to an embodiment ofthe invention. A system (such as system 10 of FIG. 1) can provide userinterface 2000 to a user as a spatialization haptic effect preview andmodification tool. According to the embodiment, user interface 2000includes open effects 2010. Open effects 2010 can display one of morehaptic effect presets, such as trigger haptic effect presets, that areavailable to be selected. User interface 2000 further includes effectlibrary 2020. Effect library 2020 can display one or more haptic effectpresets, such as trigger haptic effect presets, that are included withina haptic effects library. Effect library 2020 can display the one ormore haptic effect presets by category.

User interface 2100 further includes timeline 2030. According to theembodiment, a user can select a haptic effect preset displayed withinopen effects 2010, and timeline 2030 can display a graphicalrepresentation of the haptic effect definition that is represented bythe selected haptic effect preset. In the illustrated embodiment, thehaptic effect definition includes four channels, with each channelincluding haptic data that is mapped for a specific output (e.g., (1)targeted motor or actuator for a right trigger; (2) targeted motor oractuator for a left trigger; (3) right rumble motor or actuator; and (4)left rumble motor or actuator), and each channel being displayed alongthe timeline. However, in other embodiments, the haptic effectdefinition can include any number of channels. Further, a user canmodify one or more channels of the selected haptic effect definition byinteracting with one or more display elements within timeline 2030. Bymodifying one or more channels of a haptic effect definition, one canmodify one or more attributes of a corresponding haptic effect.

User interface 2000 further includes effect properties 2040. Effectproperties 2040 is an editable visual area that can visualize a triggerhaptic effect that is generated by a trigger engine (such as triggerengine 506 of FIG. 5). As previously described, a trigger engine canreceive a trigger haptic effect definition and can modify the triggerhaptic effect definition based on a position and/or range of a triggerof a controller. Thus, effect properties 2040 can display avisualization of the trigger, including an actual position of thetrigger. Further, effect properties 2040 can display a position and/orrange of the trigger that is defined for a trigger haptic effectdefinition, where the position and/or range can cause the trigger engineto modify the trigger haptic effect definition. A user can edit theposition and/or range of the trigger that is defined for the triggerhaptic effect definition. Further, effect properties 2040 can display alist of triggers for a controller, so the user can edit the trigger thatis defined for the trigger haptic effect definition. Even further,effect properties 2040 can display a magnitude (or strength) of thetrigger haptic effect definition, and a user can modify the magnitude(or strength).

User interface 2000 further includes spatialization 2050. Spatialization2050 is an editable visual area that can visualize a haptic effect thatis originally generated and further modified by a spatialization engine(such as spatialization engine 507 of FIG. 5). As previously described,the spatialization engine can modify the haptic effect definition sothat a haptic effect is scaled for one or more targeted motors, targetedactuators, rumble motors, or rumble actuators, of a controller. Thus,spatialization 2050 can display a visualization of the controller.Spatialization 2050 can further display a visualization of the hapticeffect experienced at each targeted motor, targeted actuator, rumblemotor, or rumble actuator of the controller. A user can edit a scalingof the haptic effect that is experienced at each targeted motor,targeted actuator, rumble motor, or rumble actuator of the controller,as well as edit a scaling of a source of the haptic effect.

FIG. 21 illustrates an example user interface 2100 for converting anaudio signal into a haptic effect, according to an embodiment of theinvention. According to an embodiment, haptic effect design can becomepart of an audio design process that is incorporated into user interface2100. More specifically, audio effect definitions 3-8 displayed withinuser interface 2100 can be converted into haptic effect definitions,where the haptic effect definitions can be exported.

FIG. 22 illustrates an architecture diagram of a system (such as system10 of FIG. 1) that previews spatialization haptic effects, according toan embodiment of the invention. The system includes user interface 2200.In one embodiment, user interface 2200 is a Qt user interface, where Qtis a cross-platform application and user interface framework. The systemfurther includes adapter layer 2210. The system further includes triggerAPI layer 2220. The system further includes trigger firmware layer 2230.

User interface 2200 includes plotter 2201. Plotter 2201 takes a hapticeffect definition specified by a user as input, and sends the hapticdata includes within the haptic effect definition through adapter layer2210 to trigger API layer 2220. Trigger API layer 2220 sends backindividual channel data that plotter 2201 displays within user interface2200. Render 2202 takes input from controller GUI 2203 and starts ahaptic player render loop. The input is routed through adapter layer2210, which has callbacks setup with trigger API layer 2220 to and relaycontroller input 2213 (such as button and trigger input) sent fromcontroller 2214. Adapter layer 2210 can also communicate with plotter2201 while the render loop is running to update user interface 2200.Controller GUI 2203 can also select controller 2214 using controllerselector 2212, and can show what is connected. Controller GUI 2203 canalso set up a trigger activation point. Further, importer/exporter 2204can take input audio files and convert them to a haptic file. In oneembodiment, an audio file is a WAV file. Further, adapter layer 2210 canbe embedded within user interface 2200, or can be a separate library.When adapter layer 2210 is a separate library, adapter layer 2210 can bea separate C++ library.

FIG. 23 illustrates an architecture diagram of a system (such as system10 of FIG. 1) that produces spatialization haptic effects, according toan embodiment of the invention. The system includes game application2300 (identified in FIG. 23 as “game 2300”). Game application 2300includes a set of computer-readable instructions that manage inputprovided by a controller, gamepad, or other peripheral device, in thecontext of a software game, or other type of software application. In onembodiment, game application 2300 includes haptic effect library 2301,where haptic effect library 2301 includes one or more haptic effectdefinitions.

The system further includes haptic engine 2310. Haptic engine 2310 is ahigh-level API that can utilize a low level API to perform the playingof a haptic effect, and to add haptic effects to game application 2300.Haptic engine 2310 can load, start, stop, and render a haptic effect.Haptic engine 2310 can interface with haptic effect parser 2320 toparse/get information about a haptic effect. Haptic engine 2310 canfurther interface with haptic mixer 2330 to start or stop an effect andmodify a mixer buffer. Haptic engine 2310 can further interface withhaptic device handler 2350 to get a device handle of, and render hapticeffects on, a controller, gamepad, or other peripheral device.

The system further includes haptic effect parser 2320. Haptic effectparser 2320 includes an API that can load a haptic effect in memory,verify its format, and obtain information about the haptic effect, suchas size, duration, and haptic data. The system further includes hapticmixer 2330. Haptic mixer 2330 supports playback of multiple hapticeffects at the same time. The system further includes haptic devicehandler 2340. Haptic device handler 2340 can initiate and managecommunication with a controller, gamepad, or other peripheral device.Haptic device handler 2340 can interface with a Universal Serial Bus(“USB”) communication layer and obtain a device handle of thecontroller, gamepad, or other peripheral device. Haptic device handler2340 can further initialize several state machine structures criticalfor haptic effect playback.

The system further includes trigger haptic report handler 2350. Triggerhaptic report handler 2350 can package haptic data into USB HID packetsaccording to a trigger communication protocol. The system furtherincludes platform compliant USB HID library 2360. Platform compliant USBHID library 2360 includes one or more computer-readable routines tointerface with USB HID and Bluetooth HID class of controllers, gamepads,or other peripheral devices. The system further includes peripheralfirmware 2370 (identified in FIG. 23 as “gamepad firmware 2370”).Peripheral firmware 2370 is firmware for a controller, gamepad, or otherperipheral device. The system further includes peripheral input reader2380 (identified in FIG. 23 as “gamepad input reader 2380”). Peripheralinput reader 2380 receives peripheral input that is sent by thecontroller, gamepad, or other peripheral device. Peripheral input reader2380 further interprets the peripheral input and sends the peripheralinput to game application 2300.

FIG. 24 illustrates an architecture diagram of firmware that producesspatialization haptic effects, according to an embodiment of theinvention. The firmware architecture can make the firmware modular, canseparate hardware-independent component from hardware-dependentcomponents, and can make porting easier from one microcomputer unit toanother. The hardware-independent layer can communicate with thehardware-dependent layer by functional pointers. The hardware-dependentlayer can be ported to another microcontroller unit based on theimplementation template. All hardware-dependent routines can interfacewith a board configuration file that can give an inside look of thehardware which has different port/button definitions.

FIG. 24 includes host software 2400 (identified in FIG. 24 as “HOST SW2400”). Host software 2400 includes a set of computer-readableinstructions that manage input provided by a controller, gamepad, orother peripheral device, in the context of a software game, or othertype of software application. Host software 2400 can be within asoftware space. FIG. 24 further includes USB HID handler 2405. USB HIDhandler 2405 can be a main entry point for all communication between acontroller, gamepad, or other peripheral device, and host software 2400.USB HID handler 2405 can include one or more computer-readable functionsor routines to encode/decode data, such as haptic data, according to atrigger communication protocol. USB HID handler 2405 can also store allUSB descriptors and routines to handle USB communication. USB HIDhandler 2405 can be within a firmware space.

FIG. 24 further includes communication interface 2410. Communicationinterface 2410 can parse an incoming packet and call command handler2415 to take appropriate actions. FIG. 24 further includes commandhandler 2415. Command handler 2415 can include one or morecomputer-readable functions or routines to handle commands supported bya trigger protocol that supports haptic playback on actuators. FIG. 24further includes haptic drive handler 2420. Haptic drive handler 2420can update a state of a haptic playback engine, updates drive values ofactuators and controls the actuators. Haptic drive handler 2420 caninterface with hardware-dependent timer handler 2435 and actuatorcontrol 2425 by function pointer mechanism. Communication interface2410, command handler 2415 and haptic drive handler 2420 can all bewithin a firmware space.

FIG. 24 further includes actuator control 2425 (identified in FIG. 24 as“actuator drive control 2425”). Actuator control 2425 can control theactuators and set the drive values. Actuator control 2425 can includeone or more computer-readable functions or routines to interface with apulse-width modulation generation unit, and to interface with actuatordriver chips. FIG. 24 further includes controller input reader 2430(identified in FIG. 24 as “gamepad input reader 2430”). Controller inputreader 2430 can interface with platform-dependent input reader 2440 toobtain a state of different inputs of the controller, gamepad, or otherperipheral device, package the inputs, and send the inputs tocommunication interface 2410 to be further sent to host software 2400.FIG. 24 further includes timer handler 2435. Timer handler 2435 is ahardware-dependent layer that can control a timer responsible forgenerating periodic interrupts to call a routine that updates a drivevalue for the actuators. FIG. 24 further includes input reader 2440.Input reader 2440 is a hardware-dependent layer that can obtain a stateof all potentiometers and digital inputs of a controller, gamepad, orother peripheral device. FIG. 24 further includes peripheral andinterface driver 2450. Peripheral and interface driver 2450 can includeone or more computer-readable functions or routines to controlcommunication interfaces and hardware peripheral devices. Actuatorcontrol 2425, controller input reader 2430, timer handler 2435, inputreader 2440, and peripheral and interface driver 2450 can all be withina firmware space.

FIG. 24 further includes microcontroller unit 2460, which can includecomponents, such as computer processing unit 2461, USB 2462, interruptcontroller 2463, timer peripherals 2464, and other peripherals 2465. Thefunctionality of these components is known to one of ordinary skill inthe relevant art. FIG. 26 further includes controller hardware 2470(identified in FIG. 24 as “gamepad hardware 2470”). The functionality ofcontroller hardware 2470 is also known to one of ordinary skill in therelevant art. Microcontroller unit 2460, and controller hardware 2470can all be within a firmware space. Further, communication interface2410, command handler 2415, haptic drive handler 2425, and controllerinput reader 2430 can all be hardware-independent components, whereasUSB HID handler 2405, actuator control 2425, timer handler 2435, inputreader 2440, peripheral and interface driver 2450, microcontroller unit2460, and controller hardware 2470 can all be hardware-dependentcomponents.

In one embodiment, a controller, gamepad, or other peripheral device,can have a customized protocol for conveying haptic data and for drivingindividual motors or actuators. Accordingly, an audio driver can beprovided that receives an audio file that includes a haptic effectauthored as an audio effect definition from an audio authoringcomponent, and that sends the audio data included within the audio fileto the controller, gamepad, or other peripheral device. In oneembodiment, the audio authoring component can be a “Pro Tools®” productby Avid Technology, Inc. The audio driver can get loaded during a bootup process. The audio driver can expose a necessary number of audiochannels in order to make haptic effect definitions possible for usingall the motors or actuators in the controller, gamepad, or otherperipheral device. The audio driver can further work in user space, andcan be accessible to all user space audio editing/playback applications.The audio driver can further read the audio data that an audio authoringcomponent sends to the controller, gamepad, or other peripheral device.The audio driver can further perform necessary processing on the audiodata being presented and can convert the audio data into haptic data,such as actuator drive values. The audio driver can further communicatethe haptic data to the controller, gamepad, or other peripheral deviceover a communication interface.

According to the embodiment, a controller, gamepad, or other peripheraldevice, can include four actuators. Two actuators can be used as triggeractuators influencing haptic feedback on triggers. The trigger actuatorscan be bi-directional. Two kinds of direction events can happen with thetrigger actuators: PUSH and PULL. The PUSH and PULL directions can berelative to a user's finger on the trigger. Two other actuators can beused as rumble actuators influencing general haptic feedback or rumblefeedback within the controller, gamepad, or other peripheral device. Therumble actuators can be uni-directional. More specifically, the rumbleactuators can spin in either a clockwise direction or acounter-clockwise direction, but not both directions. The direction ofthe motion can be dependent on the controller and/or the driveelectronics of the controller.

In this embodiment, the following channel layout can be chosen for theaudio driver:

Channel Number Channel Purpose 0 Push channel for left trigger 1 Pullchannel for left trigger 2 Push channel for right trigger 3 Pull channelfor right trigger 4 Left rumble 5 Right rumble

In one embodiment, an audio format chosen for a 16-bit PCM can be 44.1KHz. The audio driver can receive the audio data from an audio authoringcomponent, convert the audio data into haptic data (e.g., drive values),and communicate the haptic data to the controller accordingly.

FIG. 25 illustrates an example audio architecture, according to anembodiment of the invention. The audio architecture includesapplication-level services 2500. Application-level services 2500 caninclude such services as: audio queue services; audio units; systemsounds; audio file stream services; audio file, converter, and codecservices; OpenAL; music sequencing services; or a core audio clock.Application-level services 2500 communicate with hardware abstractionlayer (“HAL”) 2510. An example of HAL 2510 is core Musical InstrumentDigital Interface (“MIDI”) 2511. In turn, HAL 2510 communicates withinput/output (“I/O”) kit 2520, drivers 2530, and hardware 2540. I/O kit2520, drivers 2530, and hardware 2540 exist in kernel space. In order toreceive audio data that application-level services intend to send tohardware 2540, an audio driver can require a plug-in to HAL 2510, wherethe plug-in can receive the audio data and access hardware 2540. Theplug-in of the audio driver can receive audio data fromapplication-level services 2500 in real-time, or in near real-time, andcan convert the audio data to haptic data (e.g., drive values)performing decimation on a 5-millisecond (“ms”) portion of audio data.An example audio driver is described further in greater detail inconjunction with FIG. 26.

FIG. 26 illustrates an example audio driver 2600 (identified in FIG. 26as “haptic trigger driver 2600”) that converts an audio effect into ahaptic effect, according to an embodiment of the invention. Audio driver2600 receives audio data 2605 from one or more applications. Audio datacan be an interleaved multi-channel audio stream, such as a four-channelaudio stream or a six-channel audio stream. Subsequently, splitter 2615separates the audio data of the various channels into respective channelbuffers. Further, audio-to-haptic data converter 2625 converts the audiodata of each channel buffer into haptic data. More specifically, in oneembodiment, audio-to-haptic data converter 2625 executes apeak-detection algorithm on the channel buffers on a portion of audiodata (e.g., 5 ms of audio data) and populates values in a decimatedvalue array of each channel. Audio-to-haptic data converter 2625 thencalculates drive values of the individual actuators based on thefollowing formulas:

Drive value for triggers:(PushChannelDecimatedValue−PullChannelDecimatedValue)→Scale it to[0,255]Drive value for rumbles: (DecimatedValue)→Scale it to [128,255]

Subsequently, trigger protocol packet manager 2635 obtains drive valuesfor all the actuators (e.g., all four actuators) and packages the drivevalues as data packets, such as USB HID packets, according to a triggercommunication protocol. Further, XPC handler 2645 receives the datapackets from trigger protocol packet manager 2635 and sends the datapackets to XPC service 2610, which is a background service. At 2655, XPCservice 2610 receives the data packets and, at 2665, sends the datapackets to 2665 to a controller 2620 (identified in FIG. 26 as “haptictrigger gamepad 2620”), over a USB interface.

FIG. 27 illustrates an example spatialization engine that resides in anAPI or library, according to an embodiment of the invention. Thespatialization engine is implemented on a system, such as system 10 ofFIG. 1. In the illustrated embodiment, the system includes the followingcomponents: device 2700 (identified in FIG. 27 as “gaming console,smartphone, tablet or computer (for example) 2700”), and controller 2710(identified in FIG. 27 as “gamepad 2710”). Device 2700 can be any typeof computer device, such as a personal computer, tablet, smartphone, orconsole (e.g., video game console). Controller 2710 is an example of aperipheral device that is operably connected to device 2700. Controller2710 can be a video game controller. In one embodiment, controller 2710can be identical to controller 30 of FIG. 1, controller 100 of FIGS. 2,3, and 4, or controller 520 of FIG. 5.

Device 2700 includes effect library 2701, where effect library 2701 caninclude one or more haptic effect definitions. In the embodiment, thesehaptic effect definitions can be identified as unspatialized hapticeffect definitions, as they are haptic effect definitions that have notbeen modified by a spatialization engine. Device 2700 further includesgame 2702, where game 2702 is a software application, such as a gameapplication, that can be executed on the system. According to theembodiment, game 2702 can generate one or more spatializationparameters, where the one or more spatialization parameters can define aposition, distance, velocity, direction, and/or flow of a haptic effectdefined by a haptic effect definition that is stored within effectlibrary 2701.

Device 2700 further includes spatialization engine 2703 (identified inFIG. 27 as “haptic spatialization engine 2703”), where effect library2701 can send one or more unspatialized haptic effect definitions tospatialization engine 2703, and where game 2702 can send one or morespatialization parameters to spatialization engine 2703. Spatializationengine 2703 can receive the one or more unspatialized haptic effectdefinitions, and can modify the one or more unspatialized haptic effectdefinitions based on the one or more spatialization parameters.According to the embodiment, spatialization engine 2703 can modify theone or more unspatialized haptic effect definitions, so that one or morehaptic effects are scaled or attenuated for one or more actuators 2711of controller 2710, where the one or more modified haptic effectdefinitions can be identified as spatialized haptic effect definitions.In other words, spatialization engine 2703 can modify the haptic effectdefinition that is sent to each actuator of actuators 2711, and thus,modify the haptic effect that is experienced at each actuator ofactuators 2711, in order to convey a sense of position, distance,velocity, direction, and/or flow of the haptic effect. Spatializationengine 2703 can subsequently send the one or more spatialized hapticeffect definitions to controller 2710. Controller 2710 can subsequentlysend each spatialized haptic effect definition to each actuator ofactuators 2711, where each actuator can produce a spatialized hapticeffect.

FIG. 28 illustrates an example spatialization engine that resides in acontroller, according to an embodiment of the invention. Thespatialization engine is implemented on a system, such as system 10 ofFIG. 1. In the illustrated embodiment, the system includes the followingcomponents: device 2800 (identified in FIG. 28 as “gaming console,smartphone, tablet or computer (for example) 2800”), and controller 2810(identified in FIG. 28 as “gamepad 2810”). Device 2800 can be any typeof computer device, such as a personal computer, tablet, smartphone, orconsole (e.g., video game console). Controller 2810 is an example of aperipheral device that is operably connected to device 2800. Controller2810 can be a video game controller. In one embodiment, controller 2810can be identical to controller 30 of FIG. 1, controller 100 of FIGS. 2,3, and 4, and controller 520 of FIG. 5.

Device 2800 includes effect library 2801, where effect library 2801 caninclude one or more haptic effect definitions, identified asunspatialized haptic effect definitions. Device 2800 further includesgame 2802, where game 2802 is a software application, such as a gameapplication, that can be executed on the system. According to theembodiment, game 2802 can generate one or more spatializationparameters, where the one or more spatialization parameters can define aposition, distance, velocity, flow, and/or direction of a haptic effectdefined by a haptic effect definition that is stored within effectlibrary 2801.

Controller 2810 includes spatialization engine 2811 (identified in FIG.28 as “haptic spatialization engine 2811”), where effect library 2801can send one or more unspatialized haptic effect definitions tospatialization engine 2811, and where game 2802 can send one or morespatialization parameters to spatialization engine 2811. Spatializationengine 2811 can receive the one or more unspatialized haptic effectdefinitions, and can modify the one or more unspatialized haptic effectdefinitions based on the one or more spatialization parameters, wherethe one or more modified haptic effect definitions are identified asspatialized haptic effect definitions. Spatialization engine 2811 cansubsequently send each spatialized haptic effect definition to eachactuator of actuators 2812, where each actuator can produce aspatialized haptic effect.

FIG. 29 illustrates an example spatialization haptic effect 2900,according to an embodiment of the invention. Spatialization hapticeffect 2900 involves outputting a haptic effect at a plurality of rumbleactuators of a peripheral device at multiple distinct, but constant,attenuations, based on a spatialization haptic effect definition. Whilespatialization haptic effect 2900 may not always be effective forconveying a location of a haptic effect to a user of the peripheraldevice, spatialization haptic effect 2900 can effectively convey afrequency of the haptic effect. As previously described, a rumbleactuator is an actuator operably coupled to a housing, or other portion,of a peripheral device.

FIG. 30 illustrates an example spatialization haptic effect 3000,according to another embodiment of the invention. Spatialization hapticeffect 3000 involves outputting a haptic effect at multiple triggeractuators of a peripheral device at multiple distinct, but constant,attenuations, based on a spatialization haptic effect definition.Spatialization haptic effect 3000 can effectively convey a location of ahaptic effect, but may only effectively convey the location of thehaptic effect in single-trigger cases, such as a left-only trigger case,or a right-only trigger case. As previously described, a triggeractuator is an actuator operably coupled to a trigger of a peripheraldevice. In certain embodiments, a trigger actuator can be replaced witha targeted actuator that is operably coupled to a user input element.

FIG. 31 illustrates an example spatialization haptic effect 3100,according to an embodiment of the invention. Spatialization hapticeffect 3100 involves outputting a haptic effect at multiple rumbleactuators of a peripheral device by inversely ramping attenuation, basedon a spatialization haptic effect definition. Spatialization hapticeffect 3100 can effectively convey movement, such as left-to-rightmovement or right-to-left movement.

FIG. 32 illustrates an example spatialization haptic effect 3200,according to another embodiment of the invention. Spatialization hapticeffect 3200 involves outputting a haptic effect at multiple triggeractuators of a peripheral device by inversely ramping attenuation, basedon a spatialization haptic effect definition. Spatialization hapticeffect 3200 can effectively convey movement, such as left-to-rightmovement or right-to-left movement. In certain embodiments, a triggeractuator can be replaced with a targeted actuator that is operablycoupled to a user input element.

FIG. 33 illustrates an example spatialization haptic effect 3300,according to another embodiment of the invention. Spatialization hapticeffect 3300 involves outputting a haptic effect at multiple rumble andtrigger actuators of a peripheral device by inversely rampingattenuation from a rumble actuator to a trigger actuator, based on aspatialization haptic effect definition. Spatialization haptic effect3300 can effectively convey movement, such as back-to-front movement. Incertain embodiments, a trigger actuator can be replaced with a targetedactuator that is operably coupled to a user input element.

FIG. 34 illustrates an example spatialization haptic effect 3400,according to another embodiment of the invention. Spatialization hapticeffect 3400 involves outputting a haptic effect at multiple trigger andrumble actuators of a peripheral device by inversely ramping attenuationfrom a trigger actuator to a rumble actuator, based on a spatializationhaptic effect definition. Spatialization haptic effect 3400 caneffectively convey movement, such as front-to-back movement. In certainembodiments, a trigger actuator can be replaced with a targeted actuatorthat is operably coupled to a user input element.

FIG. 35 illustrates an example spatialization haptic effect 3500,according to another embodiment of the invention. Spatialization hapticeffect 3500 involves outputting a haptic effect at multiple rumbleand/or trigger actuators of a peripheral device by inversely rampingattenuation in a clockwise or counter-clockwise order, based on aspatialization haptic effect definition. Spatialization haptic effect3500 can effectively convey movement, such as rotational movement. Incertain embodiments, a trigger actuator can be replaced with a targetedactuator that is operably coupled to a user input element.

FIG. 36 illustrates an example spatialization haptic effect 3600,according to another embodiment of the invention. Spatialization hapticeffect 3600 involves outputting a haptic effect at multiple rumbleactuators of a peripheral device with a small delay (e.g., approximately50-100 ms), based on a spatialization haptic effect definition.Spatialization haptic effect 3600 can effectively convey short-effectmovement, such as left-to-right movement or right-to-left movement.

FIG. 37 illustrates an example spatialization haptic effect 3700,according to another embodiment of the invention. Spatialization hapticeffect 3700 involves outputting a haptic effect at multiple triggeractuators of a peripheral device with a small delay (e.g., approximately50-100 ms), based on a spatialization haptic effect definition.Spatialization haptic effect 3700 can effectively convey short-effectmovement, such as left-to-right movement or right-to-left movement. Incertain embodiments, a trigger actuator can be replaced with a targetedactuator that is operably coupled to a user input element.

FIG. 38 illustrates an example spatialization haptic effect 3800,according to another embodiment of the invention. Spatialization hapticeffect 3800 involves outputting a haptic effect at multiple rumble andtrigger actuators of a peripheral device with a small delay (e.g.,approximately 50-100 ms) from a rumble actuator to a trigger actuator,based on a spatialization haptic effect definition. Spatializationhaptic effect 3800 can effectively convey short-effect movement, such asback-to-front movement. In certain embodiments, a trigger actuator canbe replaced with a targeted actuator that is operably coupled to a userinput element.

FIG. 39 illustrates an example spatialization haptic effect 3900,according to another embodiment of the invention. Spatialization hapticeffect 3900 involves outputting a haptic effect at multiple trigger andrumble actuators of a peripheral device with a small delay (e.g.,approximately 50-100 ms) from a trigger actuator to a rumble actuator,based on a spatialization haptic effect definition. Spatializationhaptic effect 3800 can effectively convey short-effect movement, such asfront-to-back movement. In certain embodiments, a trigger actuator canbe replaced with a targeted actuator that is operably coupled to a userinput element.

FIG. 40 illustrates an example spatialization haptic effect 4000,according to another embodiment of the invention. Spatialization hapticeffect 4000 involves outputting a haptic effect at multiple rumbleand/or trigger actuators of a peripheral device with a small delay(e.g., approximately 50-100 ms) in a clockwise or counter-clockwiseorder, based on a spatialization haptic effect definition.Spatialization haptic effect 400 can effectively convey movement, suchas rotational movement. In certain embodiments, a trigger actuator canbe replaced with a targeted actuator that is operably coupled to a userinput element.

Thus, in one embodiment, a location of a haptic effect can be conveyedby playing the haptic effect on only a left trigger, or only on a righttrigger, based on a spatialization haptic effect definition. Further, inanother embodiment, short-effect (e.g., approximately 50-200 ms)movement can be conveyed by playing the haptic effect on differentactuators with small delays (e.g., approximately 50-100 ms), based on aspatialization haptic effect definition. Even further, in anotherembodiment, long-effect (e.g., approximately greater than 200 ms)movement can be conveyed by inversely ramping the haptic effect ondifferent actuators, based on a spatialization haptic effect definition.Further, in the aforementioned embodiments, an identical haptic effectis played at the different actuators based on a spatialization hapticeffect definition. However, in an alternate embodiment, distinct hapticeffects can be played at the different actuators based on aspatialization haptic effect definition.

In one embodiment, a distance of a spatialization haptic effect can beconveyed by a spatialization engine using: (1) attenuation; (2)“spreading” or “scattering”; and/or (3) timing. Regarding attenuation, aspatialization haptic effect definition can define different hapticattenuation characteristics depending on a number of dimensions (e.g.,one dimension, two dimensions, or three dimensions) in which the hapticeffect travels. For example, a haptic effect that travels through a railor rod can travel through one dimension. As another example, a hapticeffect that travels through a floor or a table can travel through twodimensions. As another example, a haptic effect that travels through theground can travel through three dimensions. Further, differentfrequencies of a haptic effect can attenuate differently. For example,higher frequencies can attenuate more rapidly. Regarding “spreading” or“scattering,” a haptic effect can be diminished over distance due to themagnitude, or strength, of the haptic effect dissipating over multipledimensions, where the reduction of magnitude may be frequency-dependent.A spatialization engine can mix a window of previous force values todiminish the haptic effect. A window size may depend on a distance of ahaptic effect. Regarding timing, a haptic effect that is a vibrotactilehaptic effect that travels through solid media (e.g., ground) can travelfaster than sound through air. For example, a distant explosion within agame can be felt as a vibration within the peripheral device before theaudio of the explosion is heard.

An attenuation of a spatialization haptic effect is now described ingreater detail. In accordance with an embodiment, a haptic effect canhave a position within a gaming application or other type of softwareapplication. The position of the haptic effect can be an absoluteposition, where a user of a peripheral device can also have a positionwithin the gaming application or other type of software application.Alternatively, the position of the haptic effect can be a relativeposition, where the position of the haptic effect is relative to aposition of a user of a peripheral device within the gaming applicationor other type of software application. Further, a haptic effect can losemagnitude, or strength, over a distance because the haptic effect can be“absorbed” by other objects or surfaces within the gaming application orother type of software application. Further, a haptic effect can alsoattenuate due to “spreading” or “scattering.” Examples of such hapticeffects can include: explosions; footsteps; stampedes; distance heavyrolling vehicles (e.g., trains, buses, trucks, tanks); distant traffic;indirect crashes; or general indirect impacts.

In one embodiment, the attenuation of a haptic effect can beone-dimensional. In one-dimensional attenuation of a haptic effect,there is no “spreading” or “scattering.” A haptic effect can lose acertain fraction of magnitude, or strength, per unit distance due toabsorption based on the following formula:

y=xF ^(−r/D)

where “y” is an attenuated magnitude, or strength, of a haptic effect;“x” is an original (i.e., un-attenuated) magnitude, or strength, of thehaptic effect; “F” is an absorption factor over a reference absorptiondistance (i.e., a haptic effect attenuates by 1/F over a referenceabsorption distance); “r” is a distance over which the haptic effecttravels; and “D” is a reference absorption distance.

Examples of one-dimension attenuation of a haptic effect can include: avibrotactile haptic effect from a large and wide underground source; ora haptic effect traveling through a rail or rod.

In another embodiment, the attenuation of a haptic effect can betwo-dimensional. In two-dimensional attenuation of a haptic effect,there is additional attenuation as compared to one-dimensionalattenuation due to the magnitude, or strength, of the haptic effect“spreading” or “scattering” within two dimensions. A haptic effect canlose a certain fraction of magnitude, or strength, per unit distance dueto absorption and spreading based on the following formula:

$y = \{ \begin{matrix}x & {{{if}\mspace{14mu} r} \leq R} \\{{xF}^{{({R - r})}/D}( \frac{R}{r} )} & {{{if}\mspace{14mu} r} > R}\end{matrix} $

where “y” is an attenuated magnitude, or strength, of a haptic effect;“x” is an original (i.e., un-attenuated) magnitude, or strength, of thehaptic effect; “F” is an absorption factor over a reference absorptiondistance (i.e., a haptic effect attenuates by 1/F over a referenceabsorption distance); “r” is a distance over which the haptic effecttravels; “D” is a reference absorption distance; and “R” is a radius ofthe haptic effect.

Examples of two-dimension attenuation of a haptic effect can include: ahaptic effect traveling across a floor or a table; a vibrotactile hapticeffect originating from highway traffic, a passing train, a convey, astampede, or from some other long ground-level source; or a vibrotactilehaptic effect from a long and narrow underground source.

In another embodiment, the attenuation of a haptic effect can bethree-dimensional. In three-dimensional attenuation of a haptic effect,there is additional attenuation as compared to two-dimensionalattenuation due to the magnitude, or strength, of the haptic effect“spreading” or “scattering” within three dimensions. A haptic effect canlose a certain fraction of magnitude, or strength, per unit distance dueto absorption and spreading based on the following formula:

$y = \{ \begin{matrix}x & {{{if}\mspace{14mu} r} \leq R} \\{{xF}^{{({R - r})}/D}( \frac{R}{r} )}^{2} & {{{if}\mspace{14mu} r} > R}\end{matrix} $

where “y” is an attenuated magnitude, or strength, of a haptic effect;“x” is an original (i.e., un-attenuated) magnitude, or strength, of thehaptic effect; “F” is an absorption factor over a reference absorptiondistance (i.e., a haptic effect attenuates by 1/F over a referenceabsorption distance); “r” is a distance over which the haptic effecttravels; “D” is a reference absorption distance; and “R” is a radius ofthe haptic effect.

An example of a three-dimensional attenuation of a haptic effectincludes a haptic effect traveling through a ground from a small source(e.g., point).

According to an embodiment, general attenuation can be represented usingthe following formula:

$y = \{ \begin{matrix}x & {{{if}\mspace{14mu} r} \leq R} \\{{xF}^{{({R - r})}/D}( \frac{R}{r} )}^{P} & {{{if}\mspace{14mu} r} > R}\end{matrix} $

where “y” is an attenuated magnitude, or strength, of a haptic effect;“x” is an original (i.e., un-attenuated) magnitude, or strength, of thehaptic effect; “F” is an absorption factor over a reference absorptiondistance (i.e., a haptic effect attenuates by 1/F over a referenceabsorption distance); “r” is a distance over which the haptic effecttravels; “D” is a reference absorption distance; “R” is a radius of thehaptic effect; and where “P” is a spreading power (e.g., 0 forone-dimensional spreading; 1 for two-dimensional spreading; 2 forthree-dimensional spreading; etc.).

A flow of a spatialization haptic effect is now described in greaterdetail. In accordance with an embodiment, a spatialization haptic effectcan have a velocity (i.e., a speed and direction). The velocity of thespatialization haptic effect can be identified as a “flow.” In oneembodiment, an overall haptic effect can be generated, where the hapticeffect includes multiple haptic effect components, where each hapticeffect component corresponds to an actuator of multiple actuators for aperipheral device. Each haptic effect component can be played by eachactuator to generate the overall haptic effect, where the overall hapticeffect conveys a “flow.” One example of a spatialization haptic effectis a “whizzing” haptic effect, which is a haptic effect that moves fromone set of actuators to another. Examples of whizzing haptic effects caninclude: a nearby passing vehicle; a nearby whizzing bullet; a generalnearby passing object. Another example of a spatialization haptic effectis a “bouncing” haptic effect, which is a haptic effect that bouncesrepeatedly between two sets of actuators. Examples of bouncing hapticeffects can include: a magic spell buildup; or an energy buildup. Yetanother example of a spatialization haptic effect is a “spinning” hapticeffect, which is a haptic effect that spins clockwise orcounter-clockwise within a controller, gamepad, or other peripheraldevice, or around a user within a game. Examples of spinning hapticeffects can include: a magic spell buildup; an energy buildup; a“spin-o-rama”; or a vortex.

FIG. 41 illustrates an example spatialization haptic effect 4100,according to another embodiment of the invention. Spatialization hapticeffect 4100 involves outputting distinct haptic effects that correspondsto distinct haptic effect components at multiple actuators of aperipheral device, where a playback of a haptic effect that correspondsto the haptic effect component at an actuator can be delayed, based on aspatialization haptic effect definition. Further, portions of the hapticeffects that correspond to the haptic effect components that overlap canbe ramped at the respective actuators. A speed can determine a delaybased on the following formula:

${delay} = \frac{delay\_ factor}{speed}$

In accordance with an embodiment, a spatialization haptic effect canhave a direction. A direction can determine which actuators to use togenerate the spatialization haptic effect.

FIG. 42 illustrates an example of distributing a haptic effect 4200among actuators based on a direction of haptic effect 4200, according toan embodiment of the invention. According to the embodiment, hapticeffect 4200 can be distributed across multiple actuators (e.g., a lefttrigger actuator; a right trigger actuator; a left (large) rumbleactuator; and a right (small) actuator), based on a spatializationhaptic effect definition, where the spatialization haptic effectdefinition can define a direction of haptic effect 4200. For example, ifthe spatialization haptic effect definition defines a right direction,or “east” direction, haptic effect 4200 can be played at the right(small) rumble actuator and the right trigger actuator. If thespatialization haptic effect definition defines an upper rightdirection, or “northeast” direction, haptic effect 4200 can be playedonly at the right trigger actuator. If the spatialization haptic effectdefinition defines an up direction, or “north” direction, haptic effect4200 can be played at the left trigger actuator and the right triggeractuator. If the spatialization haptic effect definition defines anupper left direction, or “northwest” direction, haptic effect 4200 canbe played only at the left trigger actuator. If the spatializationhaptic effect definition defines a left direction, or “west” direction,haptic effect 4200 can be played at the left (large) rumble actuator andthe left trigger actuator. If the spatialization haptic effectdefinition defines a lower left direction, or “southwest” direction,haptic effect 4200 can be played only at the left (large) rumbleactuator. If the spatialization haptic effect definition defines a downdirection, or “south” direction, haptic effect 4200 can be played at theleft (large) rumble actuator and the right (small) rumble actuator. Ifthe spatialization haptic effect definition defines a lower rightdirection, or “southeast” direction, haptic effect 4200 can be playedonly at the right (small) rumble actuator. Further, if thespatialization haptic effect definition defines a direction in betweenone of the eight aforementioned directions, haptic effect 4200 can beplayed at two actuators, but where a magnitude of haptic effect 4200 isdiminished at one of the actuators. For example, if the spatializationhaptic effect defines a direction between an up direction and an upperleft direction, i.e., a “north-northwest direction”, haptic effect 4200can be played at the left trigger actuator and the right triggeractuator, where a magnitude of haptic effect 4200 is diminished at theright trigger actuator.

Further, in one embodiment, a spatialization engine can targetspatialization haptic effects at a left trigger actuator or a righttrigger actuator at run-time. Examples of such spatialization hapticeffects include experiencing left or right rumble strips in a racinggame; or experiencing a left punch or a right punch in a boxing game.

FIG. 43 illustrates a flow diagram of the functionality of a hapticspatialization module (such as haptic spatialization module 16 of FIG.1), according to an embodiment of the invention. In one embodiment, thefunctionality of FIG. 43 is implemented by software stored in memory orother computer-readable or tangible media, and executed by a processor.In other embodiments, the functionality may be performed by hardware(e.g., through the use of an application specific integrated circuit(“ASIC”), a programmable gate array (“PGA”), a field programmable gatearray (“FPGA”), etc.), or any combination of hardware and software. Incertain embodiments, some of the functionality can be omitted.

The flow begins and proceeds to 4310. At 4310, a haptic effectdefinition is received. The haptic effect definition includes hapticdata. The flow then proceeds to 4320.

At 4320, spatialization data is received. The spatialization data caninclude one or more spatialization parameters. The one or morespatialization parameters can include at least one of: a position of ahaptic effect; a distance of the haptic effect; a velocity of the hapticeffect; a direction of the haptic effect; or a flow of the hapticeffect. The flow then proceeds to 4330.

At 4330, the haptic effect definition is modified based on the receivedspatialization data. In certain embodiments, the haptic effectdefinition can be divided into one or more haptic effect definitioncomponents. In some of these embodiments, at least one of the followingcan be scaled or attenuated based on the spatialization data: amagnitude of the haptic data of at least one haptic effect definitioncomponent; a frequency of the haptic data of at least one haptic effectdefinition component; or a duration of the haptic effect data of the atleast one haptic effect definition component. In other embodiments, atleast one haptic output device can be caused to delay a playback of atleast one haptic effect based on the spatialization data. In certainembodiments, the one or more haptic effect definition components can bedistinct. In other embodiments, the one or more haptic effect definitioncomponents can be identical. In certain embodiments, a motion, change inposition, or change in orientation of the peripheral device can bedetected, the spatialization data can be modified based on the detectedmotion, and the modified haptic effect definition can be subsequentlymodified based on the modified spatialization data. The flow thenproceeds to 4340.

At 4340, a haptic instruction and the modified haptic effect definitionare sent to a peripheral device. In certain embodiments, the one or morehaptic effect definition components can also be sent to the peripheraldevice. In certain embodiments, the peripheral device can be acontroller or gamepad. In embodiments where the modified haptic effectdefinition is subsequently modified, the subsequently modified hapticeffect definition can be sent to the peripheral device. The flow thenproceeds to 4350.

At 4350, the haptic instruction causes one or more haptic output devicesto produce one or more haptic effects based on the modified hapticeffect definition at the peripheral device. In certain embodiments, thehaptic instruction can cause the one or more haptic output device toproduce one or more haptic effects based on the one or more hapticeffect definition components. Further, in certain embodiments, thehaptic instruction can cause the one or more haptic output device toproduce the one or more haptic effects at one or more user inputelements of the peripheral device. In certain embodiments, at least oneuser input element can be one of: a digital button; an analog button; abumper; a directional pad; an analog or digital stick; a driving wheel;or a trigger. Further, in certain embodiments, at least one hapticoutput device can be an actuator. In embodiments where the modifiedhaptic effect definition is subsequently modified, the hapticinstruction causes the one or more haptic output devices to produce oneor more modified haptic effects based on the subsequently modifiedhaptic effect definition at the peripheral device

In certain embodiments, the haptic instruction can cause a plurality ofactuators to output the one or more haptic effects at multiple distinctattenuations based on the modified haptic effect definition. In otherembodiments, the haptic instruction can cause a plurality of actuatorsto output the one or more haptic effects by inversely rampingattenuation based on the modified haptic effect definition. In otherembodiments, the haptic instruction can cause a plurality of rumbleactuators and targeted actuators to output the one or more hapticeffects by inversely ramping attenuation from a rumble actuator to atargeted actuator based on the modified haptic effect definition. Inother embodiments, the haptic instruction can cause a plurality ofrumble actuators and targeted actuators to output the one or more hapticeffects by inversely ramping attenuation from a targeted actuator to arumble actuator based on the modified haptic effect definition. In otherembodiments, the haptic instruction can cause a plurality of actuatorsto output the one or more haptic effects with a delay based on themodified haptic effect definition. In other embodiments, the hapticinstruction can cause a plurality of rumble actuators and triggeractuators to output the one or more haptic effects with a delay from arumble actuator to a targeted actuator based on the modified hapticeffect definition. In other embodiments, the haptic instruction cancause a plurality of rumble actuators and trigger actuators to outputthe one or more haptic effects with a delay from a targeted actuator toa rumble actuator based on the modified haptic effect definition. Inother embodiments, the haptic instruction can cause a plurality ofactuators to output the one or more haptic effects with a delay in aclockwise or counter-clockwise order based on the modified haptic effectdefinition. The flow then ends.

Thus, in one embodiment, a system can provide spatialization hapticeffects that are experienced at a peripheral device, such as acontroller or gamepad. By generating a spatialization haptic effect, thesystem can generate a haptic effect that can be either scaled or delayedat each motor or actuator of the peripheral device, so that thespatialization haptic effect includes a sense of distance,directionality and/or flow. By incorporating spatialized haptic feedbackexperienced at a peripheral device, and in particular, spatializedhaptic feedback experienced at a user input element of the peripheraldevice, such as a trigger, into a gaming application that is executed bythe system, a more realistic and immersive gaming experience can beprovided.

The features, structures, or characteristics of the invention describedthroughout this specification may be combined in any suitable manner inone or more embodiments. For example, the usage of “one embodiment,”“some embodiments,” “certain embodiment,” “certain embodiments,” orother similar language, throughout this specification refers to the factthat a particular feature, structure, or characteristic described inconnection with the embodiment may be included in at least oneembodiment of the present invention. Thus, appearances of the phrases“one embodiment,” “some embodiments,” “a certain embodiment,” “certainembodiments,” or other similar language, throughout this specificationdo not necessarily all refer to the same group of embodiments, and thedescribed features, structures, or characteristics may be combined inany suitable manner in one or more embodiments.

One having ordinary skill in the art will readily understand that theinvention as discussed above may be practiced with steps in a differentorder, and/or with elements in configurations which are different thanthose which are disclosed. Therefore, although the invention has beendescribed based upon these preferred embodiments, it would be apparentto those of skill in the art that certain modifications, variations, andalternative constructions would be apparent, while remaining within thespirit and scope of the invention. In order to determine the metes andbounds of the invention, therefore, reference should be made to theappended claims.

1. (canceled)
 2. A system for controlling a haptic effect experienced ata peripheral device, the system comprising: a targeted actuator; ageneral actuator; a memory configured to store a plurality of hapticspatialization instructions; and a processor configured to execute thehaptic spatialization instructions including instructions for: receivinghaptic spatialization data; dividing the haptic spatialization data intoa first haptic effect definition component and a second haptic effectdefinition component; applying a drive signal to the targeted actuatorto produce a targeted kinesthetic effect according to the first hapticeffect definition component; and applying a drive signal to the generalactuator to produce a general haptic effect according to the secondhaptic effect definition component.
 3. The system according to claim 2,wherein the spatialization data includes at least one of a position ofthe haptic effect, a distance of the haptic effect, a velocity of thehaptic effect, a direction of the haptic effect, or a flow of the hapticeffect.
 4. The system according to claim 2, wherein one of the first andsecond haptic effect definition components is attenuated based on thehaptic spatialization data.
 5. The system according to claim 4, whereinthe attenuating is based on a position of the one or more haptic effectswithin a gaming application and a position of a user within the gamingapplication.
 6. The system according to claim 2, wherein the targetedkinesthetic effect and the general haptic effect are produced at one ormore user input elements of the peripheral device.
 7. The systemaccording to claim 2, wherein the peripheral device comprises acontroller or gamepad.
 8. The system according to claim 2, wherein thetargeted kinesthetic effect is applied to one of an analog stick,digital stick, button, or trigger.
 9. The system according to claim 2,wherein the targeted kinesthetic effect is simultaneously provided witha video or an audio effect.
 10. A method of producing a haptic effectcomprising: receiving haptic spatialization data; dividing the hapticspatialization data into a first haptic effect definition component anda second haptic effect definition component; applying a drive signal toa targeted actuator to produce a targeted kinesthetic effect accordingto the first haptic effect definition component; and applying a drivesignal to a general actuator to produce a general haptic effectaccording to the second haptic effect definition component.
 11. Themethod according to claim 10, wherein the spatialization data includesat least one of a position of the haptic effect, a distance of thehaptic effect, a velocity of the haptic effect, a direction of thehaptic effect, or a flow of the haptic effect.
 12. The method accordingto claim 10, wherein one of the first and second haptic effectdefinition components is attenuated based on the haptic spatializationdata.
 13. The method according to claim 12, wherein the attenuating isbased on a position of the one or more haptic effects within a gamingapplication and a position of a user within the gaming application. 14.The method according to claim 10, wherein the targeted kinestheticeffect and the general haptic effect are produced at one or more userinput elements of the peripheral device.
 15. The method according toclaim 10, wherein the peripheral device comprises a controller orgamepad.
 16. The method according to claim 10, wherein the targetedkinesthetic effect is applied to one of an analog stick, digital stick,button, or trigger.
 17. The method according to claim 10, wherein thetargeted kinesthetic effect is simultaneously provided with a video oran audio effect.
 18. A non-transitory computer readable storage mediumstoring one or more programs configured to be executed by a processor,the one or more programs comprising instructions for: receiving hapticspatialization data; dividing the haptic spatialization data into afirst haptic effect definition component and a second haptic effectdefinition component; applying a drive signal to a targeted actuator toproduce a targeted kinesthetic effect according to the first hapticeffect definition component; and applying a drive signal to a generalactuator to produce a general haptic effect according to the secondhaptic effect definition component.
 19. The computer readable storagemedium according to claim 18, wherein the spatialization data includesat least one of: a position of the haptic effect, a distance of thehaptic effect, a velocity of the haptic effect, a direction of thehaptic effect, or a flow of the haptic effect.
 20. The computer readablestorage medium according to claim 18, wherein one of the first andsecond haptic effect definition components is attenuated based on thehaptic spatialization data.
 21. The computer readable storage mediumaccording to claim 20, wherein the attenuating is based on a position ofthe one or more haptic effects within a gaming application and aposition of a user within the gaming application.
 22. The computerreadable storage medium according to claim 18, wherein the targetedkinesthetic effect and the general haptic effects are produced at one ormore user input elements of the peripheral device.
 23. The computerreadable storage medium according to claim 18, wherein the peripheraldevice comprises a controller or gamepad.
 24. The computer readablestorage medium according to claim 18, wherein the targeted kinestheticeffect is applied to one of an analog stick, digital stick, button, ortrigger.
 25. The computer readable storage medium according to claim 18,wherein the targeted kinesthetic effect is simultaneously provided witha video or an audio effect.